Post

not bad for an evening's work - still a few kinks to iron out but I feel like i've improved the implementation of the fade a lot since I last attempted that kinda thing. Will continue posting progress as I go and probably do a bigger breakdown once i've landed on something good!

BPs are great (especially if you come from a code background, since the terminology is shared) and materials/niagara are neat. However Unity is still my pick for actual solo game dev - it's a cleaner slate and I prefer C# for code, but I'm also biased since i've used it for almost a decade haha

the general gist: - Make a nice radial gradient in screenspace and offset it to center on the player's position > - only include pixels in the gradient if they're further away from the camera than the player pos* > - save it as a material function that any material can use in it's alpha mask!

*it's important to FLATTEN the height of your position values for the distance comparison, otherwise pixels on surfaces that are *higher* will technically be considered close enough to the camera to not be culled

pretty much! move a screenspace gradient around, ignore pixels past the player pos, add some noise, make it a material function, use it anywhere :D bsky.app/profile/arto...

the general gist: - Make a nice radial gradient in screenspace and offset it to center on the player's position > - only include pixels in the gradient if they're further away from the camera than the player pos* > - save it as a material function that any material can use in it's alpha mask!