The results of one shader run are used as texture input for another shader

Are there any supported apis for reference?

They might have to be updated due to system changes, but both of these do that.


This is exactly what a render target is for and if it is a “full screen” or texture quad, it is similar to a Procedural Texture.


Render Target Texture With Multiple Passes | Babylon.js Documentation (


That’s right. I forgot about rtt :laughing:

My head is not working well. Maybe I should have a good rest. It is almost 12 o 'clock at night here

    renderTarget.setMaterialForRendering(ground, causticMaterial);

nono, it looks a little different, I’m talking about bufferA without any mesh as a carrier

You could interpret that as adding it to the post-effects

@carolhmj I clicked on this case yesterday, and I felt a little different, but I didn’t realize you didn’t know I was looking at this case
As it turns out, take a break, or your brain can’t keep up :smile: