Depth Based Blending for Tessellation "Invalid node used in vertex/hull/domain shader input!"

RedIFreeman
Thu, 11 Aug 2016 19:05:50 +0000
Rendering

HI guys, I’ve spent the last few days building on an ocean/coast shader, and i’m trying to make it so that the waves are less intense close to the shore, but get more aggressive and large out at sea. I was planning on using this to produce a heightmap of the water depth.

I thought this would work fine, but UE4 kicks up an error when i try to plug anything using “PixelDepth” and “SceneDepth” into the world displacement node. All I can think of is to render the heightmap out as an actual texture and use that in the graph instead, but I was really hoping i could make the entire system work wherever you place it without any setup. Looking around online hasn’t given me any form of solutions, so here I am.

Thanks in advance for any help!

3 posts - 3 participants