Good afternoon.
Since the SceneTextureSample (obviously) outputs an already sampled texture I can't use that in a Custom material node. Is there any other method of accessing the "raw" Scene Texture for use in a Custom node?
Any help is appreciated, have a nice day.
EDIT: I am looking for solutions other than attaching a SceneCapture2D to the camera, sampling that to a Texture, and then accessing that as a TextureObject.
EDIT2: Here is a simple Average color code for helping me out again, feel free to use. This is what I need the non sampled SceneTexture for. Custom Node, HLSL, SampleAmount and Texture are inputs.
Since the SceneTextureSample (obviously) outputs an already sampled texture I can't use that in a Custom material node. Is there any other method of accessing the "raw" Scene Texture for use in a Custom node?
Any help is appreciated, have a nice day.
EDIT: I am looking for solutions other than attaching a SceneCapture2D to the camera, sampling that to a Texture, and then accessing that as a TextureObject.
EDIT2: Here is a simple Average color code for helping me out again, feel free to use. This is what I need the non sampled SceneTexture for. Custom Node, HLSL, SampleAmount and Texture are inputs.
Code:
float3 Result; for (int i=0; i<SampleAmount; i++) { for (int j=0; j<SampleAmount; j++) { Result += tex2D(Texture, float2(1/i, 1/j)); } } return(Result/SampleAmount/SampleAmount);
Comment