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  • ExampleFadeSyst_Project_12March2022.zip

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Heya Patreons!

Phew this one was quite annoying to complete :D That system is something I made a long time ago and I wanted to release it for a while but turns out it was quite janky and limited so I decided to improve it. At this point it's more of a complex rewrite but oh well, it took me while to find a decent approach to this problem but I think I stumbled upon a quite elegant solution after all!

Although not being a super fancy looking project, it was quite a complex thing to tackle to be honest :D It's not perfect still but I recall it's a very decent starting point for you guys in case you need such a system to make Diablo 5 or something :)

I hope you'll find it useful!

Cheers,

Ghislain

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Complex Fade/Occlusion System made in Blueprints in UE! (project files $ & Patreon)

Gumroad: https://ghislaingir.gumroad.com/l/ComplexFadeSystem Patreon: https://www.patreon.com/GhislainGir Twitter: https://twitter.com/GhislainGir Here is a two-part blueprint system that offers a strong starting point to build your own fade/occlusion system. The first part is a shader-based effect based on your character's location converted in screen space to create a radial mask with all sorts of controls for height, depth and distance pixel filtering. This is enough for simple use cases like trees, pillars and so on. The second part allows to fade way more complex geometries like houses and buildings with multiple floors. It has a per-floor actor visibility update system so you can specifiy and control which actors are meant to be visible per floor (these one don't need to use a masked material and can be fully opaque). Each building can have a list of floor with varying height. They all can share the same single material so each house mesh element can be batched rendered into a single draw call with auto-instancing to create a very efficient system. The system is aware of the camera angle and can selectively mask walls depending on your view angle. It works with houses that are located anywhere in the world, including the Z axis, as well as rotated in any way along the Z axis. It also has an "outside" occlusion logic to hide the interior of a house in case it occludes your player and you're outside that house, using a custom texture projected in world space in a post process material. That way, that house's interior can remain secret until you step inside. That system is quite elegant and easy to use and relies on custom primitive data to encode floor & wall direction data so the work to setup the system and build your own house meshes & blueprints is minimal. Blueprints are all extremely well documented and the project is super clean & documented as well. The main limitation is that the system best work with rectangle & squared shape houses although cylindrical building or more complex shaped buildings are possible but may lead to issues in case other nearby buildings overlap their global bounds.

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