For a school project we are creating a game in Unreal 4 but we ran into a problem.
Our game revolves a lot around (movable) light which are save places. In order to clearly show that we want the materials within the light to have a high saturation and everything outside the lights to be desaturation and in the dark (similar to a fog of war) but can't seem to make it work.
We tried various of things such as:
The best thing would be for us to be able to create masks or the likes that we can attach to lights. Location Based Opacity (https://www.youtube.com/watch?v=XYPPd5oLoPM&) seems to be a nice solution but we can't figure out how to link it to saturation or a fog of war effect.
So my question if someone knows a solution which would work best in this kind of situation. (We are able to work in both C++ as well as Blueprint.)
Any help would be much appreciated.
asked Mar 10 '15 at 07:20 AM in Using UE4
What might work best is set up some spheres and render them onto the custom depth buffer (renderable components and actors have a "render custom depth" option).
You can then sample that custom depth in the post process chain using a blendable and desaturate based on what you throw into that custom depth buffer.
Basically, using custom depth is a way to get the mask you want to create. What you put in that mask and how you use it is up to you.
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