Death Stranding - Odradek Terrain Scanner - UE4 case study

basically the postprocess material is based on this core part:


It’s just repeated 4 times for the horizontal and vertical directions (this is the computing for the left pixel, as you can see on the ConstantFloat2 node that is [1,0] ). Then everything is added-up and saturated.

The ScreenPositionToWorldPosition function is the custom one I created, mentioned above.

PingPosition is the float3 location of the actor that activates the scan, set in BP through a MaterialParameterCollection.

Hope this helps

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