Rendering a custom field of view mask
I'm thinking of solutions for a Fog of War system using blueprints on UE4.
Does anyone know if it's possible to render a custom Z depth map that considers a world location (vector) as the starting point, instead of the actual camera, and "goes from there"?
My idea is rendering that and adding it to a post-process material, and make everything that is occluded by the custom z depth map black, thus creating a nice fog of war effect with occlusion.
asked Aug 12 '15 at 06:12 PM in Rendering
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