In Unity I'm trying to create a underwater Caustics shader to use in a Projector (or should I rather do this in a Post Process Mat? Will this be problematic with other Post effects like Depth of File?), that's additive on top of all the existing materials in the scene.
Because a projector can't cast shadows, I would have to manually multiply my Caustics textures by the realtime shadowmap pass and the pre-baked Lightmaps pass, to darken the texture where shadows are supposed to be.
How can I grab those two passes (of course it's also okay if they are already combined!) and use them in my shader?
Thanks a lot in advance!
- Unreal Engine