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Unreal Engine Blueprint System - Fade/Occlusion System

Here's a much more improved version of my previous 'Fade/Occlusion' system. It's available as a Tier 3 reward on my Patreon: https://www.patreon.com/GhislainGir

Demonstration of the system: how to use it, what is it capable of and what are its limitations.

Quick demo.

Multiple floors support with controls to toggle interior actors visibility.

Multiple floors support with controls to toggle interior actors visibility.

North/East/South/West walls are hidden based on the camera orientation. Walls orientation are encoded in primitive data in local space relative to the house. House may then be rotated in yaw however you see fit.

North/East/South/West walls are hidden based on the camera orientation. Walls orientation are encoded in primitive data in local space relative to the house. House may then be rotated in yaw however you see fit.

Floor 1 becomes visible when we reach a certain height within the house. Floors could have different heights, it's all easily configurable. Works regardless of the player & house Z location in world space.

Floor 1 becomes visible when we reach a certain height within the house. Floors could have different heights, it's all easily configurable. Works regardless of the player & house Z location in world space.

Second floor.

Second floor.

Interiors of houses are masked using a post process material if it occludes the character when outside.

Interiors of houses are masked using a post process material if it occludes the character when outside.

System offers two solutions: a complex blueprint-driven solution for house occlusion and one simpler shader-driven solution for assets like pillars, trees and such.

System offers two solutions: a complex blueprint-driven solution for house occlusion and one simpler shader-driven solution for assets like pillars, trees and such.

Demonstration of a more complex case with a house having an overhang.

Demonstration of a more complex case with a house having an overhang.

It's interior is still correctly masked.

It's interior is still correctly masked.

Player entered that house and is floor 0: overhang is still properly hidden.

Player entered that house and is floor 0: overhang is still properly hidden.

Floor 1 showing the overhang.

Floor 1 showing the overhang.

You may use a custom texture to properly describe the interior of any house to mask its interior. The effect works regardless of the house's yaw.

You may use a custom texture to properly describe the interior of any house to mask its interior. The effect works regardless of the house's yaw.

House may control visibility of a set of actors per floor.

House may control visibility of a set of actors per floor.

Outside actors were hidden upon entering the house.

Outside actors were hidden upon entering the house.

Both walls N/E/S/W and floor height are encoded in custom primitive data. The mask effect is mostly shader-driven using those data.

Both walls N/E/S/W and floor height are encoded in custom primitive data. The mask effect is mostly shader-driven using those data.