Read Render Target UV

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using UV [0,1]x[0,1] coordinates. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result is 8-bit per channel [0,255] BGRA in sRGB space.

Target is Kismet Rendering Library

Read Render Target UV
Texture Render Target
Select Asset
U
0.0
V
0.0
Return Value

Inputs

In
Exec
Texture Render Target
Texture Render Target 2D Object Reference
U
Float
V
Float

Outputs

Out
Exec
Return Value
Color Structure

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using UV [0,1]x[0,1] coordinates. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result is 8-bit per channel [0,255] BGRA in sRGB space.