Using base color/lighting pass from deferred rendering in post-process material #22546
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tiesselune
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Hi,
I'm trying to create a specific post-process effect that needs to operate on lighting data (so I guess it would be the difference between the final render after tonemapping and the diffuse color prepass.
From what I read in the docs, the source code and the examples, it feels like I'm supposed to create a custom render pipeline where I redefine slot and edges so I can get both texture inputs in the post process shader, but I'm having a hard time being sure this is the right approach or understanding exactly how deep I need to go.
Do I create a new Pipeline entirely to replace Core3d ? can I still "just" add something in Core3d and somehow access the prepass data ? Anyway, if someone with a bit more rendering experience wants to chime in and give me a few pointers before I shoot myself in the foot... 😅
I just upgraded to 0.18, FYI, if that's of any relevance.
Thanks in advance (and thanks for all the work on bevy from the community and the core team, while I'm at it!)
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