I am trying to make highlighting orbs that indicate when something is passing in and out of them using the DepthFade(with 1-x to its output) material node, as many tutorials online say it can be used. However, no matter what I put into the DepthFade material blueprint node, it builds up from the bottom when I move the camera up into outer space so that the intersection highlighting area becomes to big and eventually overtakes the entire highlighting orb. :
This is essentially what I am working with:
^And no matter what I put into the depth fade params (camera to material distance variations, negatives, large numbers, small numbers, vertex normals) ā¦The depth fade does this same thing with only tiny delays to the unwanted behavior achieved:
^besides the spot developing in the back, this is almost exactly the behavior I want to keep.
Camera a little higher, and you can start to see the unwanted depth-fade distance moving up with the camera and overtaking the highlighting orb:
and this is the most common use case in my game, with the camera looking down from outerspace. The depth-fade distance from the earth has completely overtaken the highlighting orb. Its completely useless to me like this. I need to be able to see through most of itā¦
If it didnāt have this growing highlight-area behavior, it would be absolutely perfect for I need it for. This is my 2nd multi-hour attempt and trying to get it to do what I want(I am not a design/material guy) and I just canāt stop it from doing this?
If you can answer any one of the following questions for me it should help:
Is there another way? Could I emulate it with more low-level math nodes and tweak it from there? How would I get to the DepthFade source code so I could see if I am smart enough to copy and tweak it? Is there a known fix I canāt find on the internet?