I am looking into ways to “fake” some soft-body collisions with volume preservation on skeletal meshes, like a fat-bellied character getting hit in the belly, or thighs squashing/expanding when a character is sitting on a bench.
It seems like WorldPositionOffsets in a material would be good for this, but how can one tell if a pixel or vertex is “inside” another mesh? I imagine there’s something you could do using pixel WorldPositions and surface normals, but is there a more straightforward way to get that data?
It might, since I guess you’d only care about “fake” deformations like that when objects are in view. I thought DepthFade only worked with Translucent materials though, am I mistaken?
Yes, it only works with them
The other thing you could use is the Distance Field… but i couldn’t use it due to our project being a 2d and one of the dimensiones having no width, so the distance field was almost null.