Depth Fade to Object's Own Backfaces
Posted: Thu Jul 26, 2018 5:20 am
Hi! I've been working with Amplify Shader Editor trying to get an effect that represents the "volume" of the transparent object you're looking through. Think of it like looking through a solid mass of light in the air - if you're looking through a really thin strip then it's not very bright, but if you look through a thicker portion it would be a lot lighter. I thought Depth Fade would accomplish this but I can't seem to find the right settings to accomplish this.
As I understand it, Depth Fade is looking at the depth of the solid objects rendered first, and comparing that to the depth of the current object being rendered in the Transparent queue. The difference between them is what it outputs. That much I understand, and it makes sense. Most people want to use this to 'detect' edges near objects for stuff like water intersecting land, but my use case is a bit different.
I could just accept that it won't work because the backfaces and front faces aren't both rendered separately onto different depth buffers so the method used here wouldn't do what I'm hoping it would. But the Wiki page seems to show that you can: http://wiki.amplify.pt/index.php?title= ... Depth_Fade
That page shows exactly the effect I'm going for, if I can also render it additive. I just can't figure out what settings were used to create this output. The box appears to detect not only other objects but also its own backfaces when determining depth and I'm hoping to do the same. Everything I try just seems to ignore the object's own depth, only comparing it with objects in the Geometry queue.
Any help you can give would be greatly appreciated! If I could just replicate what's shown on the Depth Fade page on the Wiki then I'd probably be all set to build this shader the way I wanted~
As I understand it, Depth Fade is looking at the depth of the solid objects rendered first, and comparing that to the depth of the current object being rendered in the Transparent queue. The difference between them is what it outputs. That much I understand, and it makes sense. Most people want to use this to 'detect' edges near objects for stuff like water intersecting land, but my use case is a bit different.
I could just accept that it won't work because the backfaces and front faces aren't both rendered separately onto different depth buffers so the method used here wouldn't do what I'm hoping it would. But the Wiki page seems to show that you can: http://wiki.amplify.pt/index.php?title= ... Depth_Fade
That page shows exactly the effect I'm going for, if I can also render it additive. I just can't figure out what settings were used to create this output. The box appears to detect not only other objects but also its own backfaces when determining depth and I'm hoping to do the same. Everything I try just seems to ignore the object's own depth, only comparing it with objects in the Geometry queue.
Any help you can give would be greatly appreciated! If I could just replicate what's shown on the Depth Fade page on the Wiki then I'd probably be all set to build this shader the way I wanted~