Hello,
What I am trying to achieve is Display Edges for Static Meshes - which have translucent materials applied to it. All the edges should display using Post Process Material / Post Process Volume.
I have tried the approaches via “Overlay Materials” but since in my use-case that is not is feasible approach - I have to rely detecting and displaying the edges of all the static Meshes inside the post process volume using post process material
Setup :
Unreal Engine 5.6
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My Translucent Material is set for translucency pass at “Before DOF”
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My Post process Material is set at Blend Mode “'Translucent” and Blendable Location at “Scene Color After ToneMapping” …..I have tried with the blendable location “Scene Color After DOF” as well
Issue :
According to my understanding the translucent material / static mesh data is not available during the pass to scene-texture : “scene color / post process input 0 / scene depth “ - using which I’m detecting and displaying my edges
The Edge Detection Works Just Fine For Opaque Materials - Applied to the Static Mesh.
Can you please let me know what am i missing here ?
I have attached the snapshot of the issue for better understanding as well.
Thanks For All The Help And Clarifications in Advance