I know how to use a post process material to render a character in flat shade through walls or an outline…but I need to be able to render his texture sets as well. Is there a way to do this? I know depth priority groups don’t work anymore but they were seriously useful for things like 3D side-scrollers
See how the Boo ghosts are rendered on top and don’t clip through
Let’s assume you have set the custom stencil value of the main character to 1 for example. If you use translucent materials for the walls or platform, you could set the opacity to 0 if the pixel’s custom stencil value equals the character’s stencil value. The downside with this method is that you would have to put this logic in the material for anything that you want the main character to draw over.
you could set the opacity to 0 if the pixel’s custom stencil value equals the character’s stencil value
Are you sure? For my knowledge that’s impossible. Since stencil buffer is available in post process shaders only, and you can’t control opacity of a generic shader from post process (well, cause it’s POST rendering stage).
I think translucent materials can still read the stencil buffer. At least I thought I could in 4.15. I would test it right now, but I don’t have access to UE4. Perhaps doing this requires some special configuration that I forgot about?