I am currently working on a flight simulation project and I am trying to add outlines similar to the ones used in Borderlands series to the project. I have a prototype which kind of works using custom depth and post processing. But there is a problem. There are trails after the player controlled airplane with material made translucent. These trails are meant to be cover the airplane when they overlap, i.e. the outlines could not be seen through the trail. So I set the Blend Location to be Before Translucency in the post processing material. But when the airplane flies over background water whose material is also translucent, the outlines would be gone because they are rendered after the water material. Is there a way to better control the order of rendering with post processing so that the outlines could be drawn after the water material and before the trail?
Did you find any solution to your problem? I feel like being able to chain post process would make for a much clearer workflow.
Yes, try changing the priority inside the post process volume settings of the detail panel, this will allow you to control which post processes takes priority over others and may help solve this issue. Post process volumes can also be stacked inside of on another.
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stupid that u have to choose between ray tracing and ssr, while uād think the black would be transparent.
that helped me, thank you