I've been reading about mega textures and wondering how feasible it would be to do in Godot. For it to work, I'd need to be able to render my mesh-to-be-mega-textured to its own buffer with a special shader which I would then analyse to update other texture data.
So this render needs to run just after the opaque depth buffer is generated and then render only this one mesh with my custom shader to a separate buffer. I'd then need to run some code on the CPU to update some textures and then render this same mesh with a different shader during the opaque color pass that does the actual mega-texturing. Is this possible?
I was watching a talk on YouTube about the Godot pipeline and I got the impression that they were thinking of adding functionality like this, but I don't know what is currently possible.