Gundy
06-21-2010, 04:13 PM
Hello, I'm part of a team that recently switched over to UDK and am having some issues with creating a post process effect via a material effect. It's just a basic outline rendering effect, but I'm getting stuck on some tweaking features. When fog or light beams or other goodies are turned on, I can't figure out how to blend my line color to the other effects.
http://i47.tinypic.com/t5fv38.jpg
As you can see, in this image the lines are being drawn over top of the sun's light beams.
http://i46.tinypic.com/ne8480.jpg
In this image, I have changed the Scene DPG to world to try and draw before the sun stuff but it just gets rid of it entirely.
I guess my questions are as follows:
1. Is there any way to access a fog buffer or post process render target from the material creating screens?
2. I've tried to setup my own unreal script extending PostProcessEffect. How do I link that to a shader .usf file?
3. Does anyone have any other ideas/methods that I can try?
Thanks for any input.
(PS. These screenshots are from inside the UDK editor and not in game, but it looks and acts the same in both.
http://i47.tinypic.com/t5fv38.jpg
As you can see, in this image the lines are being drawn over top of the sun's light beams.
http://i46.tinypic.com/ne8480.jpg
In this image, I have changed the Scene DPG to world to try and draw before the sun stuff but it just gets rid of it entirely.
I guess my questions are as follows:
1. Is there any way to access a fog buffer or post process render target from the material creating screens?
2. I've tried to setup my own unreal script extending PostProcessEffect. How do I link that to a shader .usf file?
3. Does anyone have any other ideas/methods that I can try?
Thanks for any input.
(PS. These screenshots are from inside the UDK editor and not in game, but it looks and acts the same in both.