See the image above. It’s what I’m trying to achieve in UE4. Basically, I want to control depth sorting for my material so that only the front-most pixels are drawn, even if the material itself is transparent. This was relatively trivial to achieve in Unity (the screenshot’s from Unity as well) by using a multpass material, drawing to the z-buffer once, and using ZTEST EQUAL (drawing only those pixels whose depth matches the existing buffer exactly) in a second pass to draw only the front-most pixels. I’m looking for a way to achieve the same in UE4.
I’ve already found [this link][2] which explains a way to do this with custom depth. However, it says the effect will break if there are overlapping objects. I need the effect to work even with many overlapping objects as the screenshot shows. Any ideas?