Oh, thank you! I guess this’ll have to do, i am not sure if i am ok with the performance hit that this would create but i’ll do some testing and see what i can come up with.
Also, have you seen my SSGI filter (link in my signature)? I saw yours and that pushed me to make my own. It’d be nice if we exchanged some tips maybe?
If you take a look at https://blenderartists.org/forum/showthread.php?397594-Render-Passes-in-BGE you’re able to modify the objects before it reaches the RenderedTexture, so you can apply a GLSL program that makes each mesh shadeless recursively, and then bind it to a filter the same way kitebizeIt did. I’ll upload an example later, if nobody else does.
You can also render to a FBO. But this way is a little bit complicated and hacky because, you need PyOpenGL (Dalai Felinto has removed BGL FBO functions because of offScreenCreate), hacky garbing of the original program (my patch is not Blender, because of missing review). But garbing the programm is not necessary if you generate an own shader program. It is also don’t take the viewport size into account.
But you can also render a smooth normal map. Because Martins way to generate normals (same as dFdx) always produce flat shaded normals.
I think offScreenCreate() can be used achieve the same thing without all the hacks (if it works with shaders). But I don’t tested it.