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I found a different approach.
In version 4.14 Epic introduced a forward rendering for vr that uses a light grid to access dynamic light data during base geometry pass I managed using a simple modification (one variable check in the deferred renderer) to force the light grid generation without switching to forward shading and use that to add lighting to TressFX.
Hello,
I've implemented initial integration into UE4 and I would appreciate any help dealing deferred shading lighting and TressFX.
Repo:
https://github.com/lion03/UE4-K4W-Plugin/tree/TressFX
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