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Cross-Section / Cut-Out Shader

Hi there!

I am attempting to make a cross-section shader using location based opacity where the edges are 'capped' and the geometry appears solid rather than hollow. After following some guides online (none of which show a cross-section) I have made a shader which successfully clips geometry using a box mask in a custom material function but I require that the geometry to be capped and appear solid. Without using 'Slice procedural mesh' function, is there a way to achieve this effect within the shader?

Thanks in advance!

Product Version: UE 4.20
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asked Oct 18 '18 at 08:23 AM in Rendering

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Deep-fried
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