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@PapeCoding
Last active March 9, 2020 15:22
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Unreal PostProcess Access Textures by Name in HLSL
// All members of the GBuffer can be found here:
// https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Shaders/Private/DeferredShadingCommon.ush#L301
#if SCENE_TEXTURES_DISABLED
return 0;
#endif
return GetScreenSpaceData(GetSceneTextureUV(Parameters), false).GBuffer.CustomStencil.x == 1;
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