I’ve been trying to replicate this effect found in games like the Division and Xcom for some time:
As far as I can tell there’s some sort of spherical mesh writing to a custom depth buffer. However, I’m having some problems using this mask in a post processing shader that only tints objects inside the mask rather than rendering the whole thing. Does anyone have any pointers or tips on how to achieve this effect? I’d preferably like to avoid having every single object in the game check a buffer every time they render.