I skipped over most of the implementation details – if you have any questions feel free to ask them in the comment section below! I’ve made this effect available for download, feel free to modify and use this in your game. If CustomDepth is larger than SceneDepth we blend in a white tint with SceneColor.Ĭombining both techniques results in the post effect below: We can use another technique for drawing a translucent overlay for all occluded geometry by comparing custom depth against SceneDepth. If a neighbor has depth info but the pixel itself does not – we color it to our outline color. With the buffer filled with our object depth info, we can perform a simple depth comparison by sampling the neighboring pixels in our post-process. To render outlines around specific meshes (like a fallen ally, usable loot container, etc.) we need a buffer to get their silhouettes. To view the render output for this particular buffer go to Buffer Visualization in the viewport options of the Editor Viewport. Note that objects close to the camera are near-black and may be difficult to see! Custom Depth Visualizer in the Unreal Editor Rendering Object Outlines For those who have never used this feature before, you can enable Custom Depth for both Static and Skeletal meshes under the Rendering category named “Render Custom Depth” in the Details Panel.
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