Thanks Guys, all great and good replies. Well I have been finding that UDK's mat editor is being quite limited and as much HLSL I know it doesn't quite cut into the things I would like to be doing. We have hit on some problems and not having access to source has troubled our team, we know the effect is theoretically…
hm...getting Zdepth from another camera? ..one way to do it would be to hook up a camera/scenecapture actor to a postproc effect that only captures scene depth, and then have that write to a render-to-texture actor...which you can then reference in your material. It might involve some scripting or kismeting to make the…
It's not going to be as simple as you want it to be. A shader has a few processing steps. Vertex Shading -> Pixel shading -> Post processing In the vertex shading steps all the information about the verts making up a model are calculated. Then for the Pixel shading step the information about those vertices is interpolated…
Possible solution: World postion in a distance node and in the other input the vector position of the other camera that you get into the material by modifying a vector parameter of the Material.