I've been playing with this idea to use UE4's reflection probe system for transparency. Essentially, you should be able to sample reflections via the camera's direction, rather than the object's normal, to see "straight trough it". Obviously not good enough for a big glass pane, but it could be used for some cool Visual Effects, such as a "predator" like effect.
Here's the proof of concept I put together in Unreal Tournament, by changing the player's normal to be the camera vector. The results are promising!

Here's a video of the effect in action:
https://twitter.com/Stabberthomas/st...13084227325952
This is the effect I'm after:

And a video:
https://twitter.com/Stabberthomas/st...35297089695744
But this is just using a static cubemap.
Over the next few days I'll try to implement this as a proper shading model!
Let me know if you have any tips or comments in general.
Here's the proof of concept I put together in Unreal Tournament, by changing the player's normal to be the camera vector. The results are promising!
Here's a video of the effect in action:
https://twitter.com/Stabberthomas/st...13084227325952
This is the effect I'm after:
And a video:
https://twitter.com/Stabberthomas/st...35297089695744
But this is just using a static cubemap.
Over the next few days I'll try to implement this as a proper shading model!
Let me know if you have any tips or comments in general.
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