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Ghost material with culling inner triangles

I am making a Ghost material but having a hard time culling inner triangles so that they don’t render through the mesh. I’m trying to achieve a similar effect as the one shown on the right side of this image:

What would be the best way to achieve this? I’m thinking using Custom Depth…

Thanks!

The article about VoEC, which this picture comes from, pretty much describes it. Doing it using custom depth is also possible, but then one translucent model will occlude others behind it.

Are you referring to this article?:http://www.gamasutra.com/blogs/LeszekGodlewski/20150710/247996/quotYoure_on_UE4_why_do_you_need_an_engine_programmerquot.php

Yes they do describe it, and they’re using “just-in-time, per entire mesh depth prepass”, and I’m looking for some help on how to set this up. Do I need to create a custom shader for this to work, or can I achieve this with the material editor only?

Thanks for your help!