Distance of post process volume is not far enough to affect the whole map

Hi, Im starting with learning how to make games with UE5, but i have found an issue, maybe is my fault but i don’t know how to solve it.

The issue I have is, I have a post process volume with 2 PP materials, one for cel shading and another for outlines, but after around like 300m it suddenly cuts.
I want it to affect the whole level, maybe later on I change it to affect only certain things.

I can add more details if needed.

Someone knows a solution or runaround for this issue?
Thx c:


I guess that the issue is in material itself, not in Post-Process Volume bounds, since Post-Process Volume affects whole image, based on your camera location and either you’re in or outside the volume.
I assume that you sample depth in material to create outline, so the reason is probably in some math performed on the sampled depth.
If you post material here, it will be easier to find the issue.

Here are the materials i used

I forgot to mention but i have already set the unbound option in the volume
and it bahaves the same with editor camera or the cameras i have in the car
both materials end at the same position.

CelShade:
https://system.tips/text/view?q=givhqqpr

Outlines:
https://system.tips/text/view?q=rtyorikp

Tried to make it as easy to copy as possible, i cant upload files yet.

I connect the result of the if from skymask to emmisive color in both materials

Inside the shader you divide SceneDepth on some float.


This float basically controls the draw distance of the CelShading. You can convert it into variable and tweak to increase draw distance (making it 10 times larger seems to work fine for me).
Also you can fully bypass SkyMask section if you need it to work for everything in the scene.

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It was that yes, thank you :smiley:

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