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trying to recreate baldur's gate 3's camera controller + cutout transparency effect! #unrealengine #gamedev
57,232 Aufrufe • vor 11 Monaten •via X (Twitter)
10 Kommentare

not bad for an evening's work - still a few kinks to iron out but I feel like i've improved the implementation of the fade a lot since I last attempted that kinda thing. Will continue posting progress as I go and probably do a bigger breakdown once i've landed on something good!

the gist: - Make a nice radial gradient in screenspace and offset it to center on the player's position - only include pixels in the gradient if they're further away from the camera than the player pos* - save it as a material function that any material can use in it's alpha mask

*it's important to FLATTEN the height of your position values for the distance comparison, otherwise pixels on surfaces that are *higher* will technically be considered close enough to the camera to not be culled

That's not bad at all. I think I would like a larger cutout and perhaps semi transparency but this would be good enough.

Definitely bigger - I just made mine small since my environment is mini and I wanted to exaggerate the effect! Transparency would skyrocket the performance cost unfortunately. Alternatively you could use dithering but the noise is less appealing imo and susceptible to ghosting

yooo!! that's awesome!!

thanks Yuka!!!

That's pretty slick

Nice! Pretty sure the first use of this was in Neverwinter Nights.

That’s fuc*ing awesome!!!



