I am currently doing my first steps in UE4.
I would like to create a toony water where intersecting objects are surrounded by a white animated foam.
My Problem:
I would like to replace the white constant gradient with a foam that changes in thickness randomly across the intersection to make it look more natural.
Quick draw what i want to achieve:
The intersection is calculated by a Lerp between White and Blue whereas the Alpha comes from depthFade:
I tried to dynamically change the FadeDistance here by multiplying it with WorldPos / UVLayoutToWorldPos but that did not work well
Maybe someone could give me a hint / link / idea who to change the thickness?