Get Internal Texture of PostProccess and bind it to another RTT or a Shader?

I am trying to have my scene get effected by a postPass then I want to grab that modified image and bind it to another shader. I know you can simply just do another postPass and that will grab the prior passes info, so how do I do that manually?

I have a raymarch pass happening in a postProccess and now I need to pass those results to my texture pinppong system but am struggling for some reason.

Hey! you can use the effect.setTextureFromPostProcess call maybe?

Ill try that!

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