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Unreal network radar system
Unreal network radar system








In order to show World Normal Modification, I chose to implement a pixelation function. The guy that answered had made a material which, as he said, should get the creator of the thread started on making his own material.įloat3 normalizeCamPos = (0-Camera_Position) įloat3 normalizeWorldPos = (0-ABSWorld_Position) įloat distanceCalculation = (distance(normalizeCamPos*(0-(Radius/10000)), normalizeWorldPos*(0-(Radius/10000)))) įloat3 cFresnel = (clamp((dot(Camera_Vector, World_Normal)),0,1)) įloat3 invertFresnel = cFresnel.xyz = float3(1, 1, 1) - cFresnel.xyz įloat scanSync = (clamp((lerp(cFresnel, bValue, distanceCalculation)),0,1)) įloat3 manualScan = (clamp((((distance(normalizeCamPos, normalizeWorldPos))-100000)/10000),0,1)) įloat3 invertManualScan = manualScan.xyz = float3(-1, -1, -1) - manualScan.xyz įloat tVariable = (pow(((frac((iTime*(tRate*-1))+distanceCalculation))*invertManualScan),10)) įloat clampMask = (clamp((tVariable*scanSync),0,1)) įloat3 finalScan = (lerp(bValue, sColor*invertFresnel, clampMask)) Just a few hours ago, while searching for something on Google, I found this thread where the Creator of the thread is asking the exact same thing. The thing I knew for a fact was that this could be achieved with a Post Processing Material, so I’ve been playing around with it. So as one can easily see, the effect I’m trying to duplicate is that of a Sonar/Radar Pulse going through the whole map. I just wanted to try to get it done before asking somewhere, but now I know I don’t have the slightest idea of what to do. And a few months ago, I saw a vine-video of exactly what I wanted, but I couldn’t find the creator and, since I’m not that good at materials, let alone Post Processing, I’ve been trying it out but giving up soon after for the last months. Now, I’ve been thinking about one effect since I’ve seen it in several games.










Unreal network radar system