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Ocean Shading - Use pixel data in vertex computations.

I'm building a simple and fast tesselated ocean shader. As usual I'm using DepthFade for detecting shores and managing foam blending and opacity. But I also want to use this pixel data attenuate the displacement of the waves as they get close to the shore. Is there a way to get this done and avoid vertex painting my shores? Maybe a vertex shader equivalent for the DepthFade node? A custom node with some HLSL magic? I also thought of somehow reading the pixel data from the material in a Blueprint and reinjecting it to the material, but I don't think this is possible.

Thanks.alt text

Product Version: UE 4.9
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asked Jan 12 '16 at 02:42 AM in Rendering

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