ScenceDepth can sample the depth of all model surfaces, as shown in red points B and E ;
PixelDepth can only sample the depth of the surface of the model being drawn, as shown in the blue point B in the figure ;
The absolute world position can only sample the pixel points on the surface of the model being drawn, as shown in point F;
(Absolute world position - camera position: vector FA) * (ScenceDepth/PixelDepth: depth ratio) = vector DA;
Vertex C is (0, 0, 80), which sets the height of the water surface/plane;
camera position - point C = vector AC;
Vector DA + vector AC = vector CD;
The Mask mask takes the Z value of the vector CD, which is the yellow h value in the figure , and the depth h obtained in this way will be constant at another angle;
The purpose of the follow-up calculation is to make h take a value between 0-1;
2. How to obtain the depth that changes with the viewing angle
1. The effect is as shown in the figure
2. Nodes in UE4
3. Analysis of node principle
DepthFade node: Simulate the fusion of transparent objects and non-transparent objects when they are in contact;
FadeDistance: Control the speed of fading, the smaller the distance, the faster the fading;