Hello,
I’m trying to create a character occlusion effect, similar to who occlusion works in Divinity Original Sin 2.
It seems that their implementation of this was created with multiple render layers, masking out the centre when depth is bellow a set value.
This would be simple to create in Unity with a multiple camera/layer set up, but I cant figure out a nice solution in UE4 without applying a masked material to all meshes.
Any ideas how this could be implemented? or is this a more complicated engine change?
Thanks