In the last Twitch stream on October 15th, Epic’s Ryan Brucks and Jerome Platteaux shared some pretty nifty tricks. One thing that was particularly interesting to me was the post process effect of overlaying a texture on rendered geometry.
Here is a link to the stream: http://www.twitch.tv/unrealengine/v/20817977
My question is about the post process effect at 47:19. I am curious about how the “tech” texture is being overlaid over the rendered geometry in a perspective/orientation/depth aware way.
Is the custom depth buffer being used? Could you point me in the direction of how the “tech” texture is being projected?