Hi guys, is there any way to influence world coordinates via screen space UV?
I’m probably not asking the question correctly, so a bit of detail. I’m working on an post-process underwater material that has a simple TexCord-based screen ripple with a bodycam-like lens effect and a fog created by SceneTexture’s SceneDepth output. It’s pretty easy to do this working fine together, sending the resulting UV to SceneTexture’s UV input.
The problems start when I want to add a smooth vertical limit to my fog near the surface of the water. It’s pretty easy to do this limit based on Absolute World Position. But the problem is that I don’t know how to apply my ripple effect to this vertical gradient.
Is there any way to somehow combine these different coordinates or maybe I should make this vertical gradient in some other way?
UE4.24