UnrealImageCapture
UnrealImageCapture copied to clipboard
capturing rgb and depth in one pass
it looks like there's an option in 5.6 to capture HDR and depth (into alpha) at the same time in the render target. I'm wondering if you've experimented with that or have thoughts on how that would work, I'd love to come up with a system that can render color. depth and segmentation without rerendering the scene 3 times. I'm trying to support 6 cameras at decent frame rates, In my old raw opengl days there was way to write out to multiple frame buffers from the pixel shader. thanks for any thoughts..