Hi! I am creating an outline effect (ghost shader) for a project I am in and I have ran into of what seems to be a common struggle of custom depth and transparent material not working together. I found a few solutions for older versions of Unreal that have worked but none for Unreal 6 ^^'! Any ideas?? I know Tom’s technique is popular, but it confused me with having to render with two meshes…(doesn’t sound ideal either( and it doesn’t work either with just checking the box mark to allow Custom Depth Writes in the material.
The goal is not for the inner details (the eyes and mouth) to be outlined.
Step 1. Downgrade to ue5 (gotta let us all know how you got access to ue6 though)
Step 2. Check if custom depth is enabled in project settings, cause it might not be.
Step 3. Enable custom depth both on the material and on the component
Step 4. In the material reduce the masked cutoff setting to 0 otherwise it’ll also not write it in depth
Step 5. compare current pixel depth to custom depth, then put that result into alpha mask.
haha I meant 5.6 ^^’ (Not good to post when you are extremly tired)
I have done all of that already (I was unclear in my post, I did not just enable it) I have done everything in the tutorial that Jukerlaw posted, I even have changed the engine version now to 5.4 just to double check… and I still can’t make it work? I have tried different values on the Opacity Mask Clip value and I still can’t make it to work? I am a little bit unsure what step I am missing.