Last active
March 9, 2020 15:22
-
-
Save PapeCoding/dca1abf6d8febac26c6ae2870cd7a4ee to your computer and use it in GitHub Desktop.
Unreal PostProcess Access Textures by Name in HLSL
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 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; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment