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How would I add refraction to a post-process Blendable?

I am trying to add some glitchiness to my night vision post processing, but I am unsure of how to get refraction in a post-processing material.

Any assistance would be greatly appreciated!

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asked Mar 11 '14 at 04:32 AM in Rendering

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ue4-archive ♦♦ STAFF
49.9k 3665 1991 9118

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An easy way would be to use some mask in a post-process to only affect some parts of the view where you can simply offset the SceneColor with some new coordinates.

A more complex effect can be done by only shifting a specific RGB channel, like done in remember me. A bit explained here by Remember Me developers :

http://seblagarde.wordpress.com/2013/06/07/fxguide-game-environment-series-based-on-remember-me/#comments

Low Health, Hit and Game Over Glitches are basically made of billboard non-square particles attached to the camera.

These particles makes use of a set of three simple shaders based on reading a resolved backbuffer with distorted and/or offset texture coordinates. By using offset, glitch and chromatic aberration we tried to reproduce block corruption as seen in JPEG/MPEG-based compression

The main goals were to reduce screen coverage to a minimum (to save performance) while offering unique motion, dynamics and random repartition at each time: as particle tool provided great control for this kind of effect.

The chromatic aberration effect involves three readings of the backbuffer (one for each RGB channel), each one slightly offset from the others, and recomposed into a final RGB output.

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answered Mar 11 '14 at 04:32 AM

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ue4-archive ♦♦ STAFF
49.9k 3665 1991 9118

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:32 AM

Thank you, very interesting link! :D

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