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?
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.
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