Here is an un offseted version. You can see how the pixels line up the character, but since its a blocky approximation, it won't cover everything. You can see how the shader isn't gettin the tip of his nose, or the side of his ear or finger. And this is fine, I know there isn't enough geometry at that pixel location on the…
How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…
you can stencil things - https://www.youtube.com/watch?v=PiQ_JLJKi0M but i tihnk you're already doing that I dont really understand what isn't working - is it that the pixelated version doesn't completely cover the un-pixelated version? if so can you show an example without the offset
Ok. Two possible solutions occur to me. First: use a rendertarget/second camera, one can see the character, one that can't . Then composite the result (not sure if unreal will let you do that) Second: expand your mask one 'pixel' outwards using a sobel like filter - same principle as a toon outline