I’m working on a player blindness effect, and I thought it would be easiest to make a post-process material using the depth fade to lerp between PostProcessInput0 and black. However, the player holds a lantern with a translucent material on it, which causes anything behind it to not be affected by the material, like this:
Any ideas how I could solve this? I think the problem is that the depth buffer writes the lantern mesh as though it was opaque. I could use a local fog volume instead, but I’d prefer something I have more control over.
