Question for you, the falling star. Is that utilizing z buffer magic and do you have geometry representing the depth and a plane as a mask? Or is this some shader trickery based on the camera and a gradient? If it's the first I've been playing around with that type of material for a bit and I'd love to know how you set up your graph, if so
Question for you, the falling star. Is that utilizing z buffer magic and do you have geometry representing the depth and a plane as a mask? Or is this some shader trickery based on the camera and a gradient? If it's the first I've been playing around with that type of material for a bit and I'd love to know how you set up your graph, if so
Hey mate, I think it will be easier for me to answer you on discord :)
you can find me with my username : Tarmunds
what apps did you use to make this ???
unreal engine