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I'm trying to use a full-screen quad to apply a chromatic aberration effect in 3D by having the quad's shader manipulate the SCREEN_TEXTURE.

But this kills all effects from Particle nodes. I assume these are rendering after the screen texture is captured by the shader.

Example: here I made the quad not cover the whole screen, I either get some exaggerated aberration - on the right. Or particles - on the left.


Any way I could have both?

asked May 7 in Engine by Tim Martin (108 points)

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