Ghosting Shader/Effect

I want to make a ghosting shader.

Examples:

Being stunned in CoD

These videos https://youtu.be/gCu2Mzoh5nc https://youtube.com/shorts/f0y23pts3wU https://youtube.com/shorts/LmLrMHxQLWA

Is there a way to do this with PostProcess materials?

Hello,

What are you ultimately trying to achieve? Something persistent (like DLSS artifacting) or temporary (like a CoD flashbang)?

For a persistent effect I’ve seen heavy ghosting when experimenting with Lumen. (Usually Emissive materials are involved)

Temporary and controllable like in CoD

Gotcha, searching on youtube it looks like there is a method using post-process that is able to capture an image and sort of overlay a ghost image (what the player was looking at when they got flash banged) that slowly fades. Like in this tutorial.

I wonder if it would be possible to use that method, and instead of just capturing the image 1 time, have it capture and blend many images to create the sort of effects you showed in linked vids.

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For a good stunned effect, in addition to the screen overlay you might want to change the Depth of Field on the player camera or the local PostProcessVolume. Then everything at a distance will look blurry.

We change up these settings:

Settings.bOverride_DepthOfFieldFstop = true;
Settings.DepthOfFieldFstop = fStop;

Settings.bOverride_DepthOfFieldFocalDistance = true;
Settings.DepthOfFieldFocalDistance = focalDistance;

Then slowly undo them as the player shrugs off the stun.

Might be a solution…

I’ll mark it as answer for now. Thanks

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