Refined my camera "occlusion cutout" shader a bit more, happier with the results now. This is surprisingly difficult to do well, there are all sorts of edge cases for every technique. I use an approximation of a projected capsule using screen space and depth, with some noise to make the edges more interesting #indiegame #unrealengine
@sinbad nice.
some nintendo games do this on an object-level basis (simple dither-based transparency) to avoid the cases where they look hollow, which is also sometimes evident in your demo.
if you wanted to avoid the hollowing-issue completely you'd have to lead your "cone" exactly parallel along the ray lines... but idk if that wouldn't look too flat... some dithering at the edges could be used to make that cone smooth out more... it could work as a 2d z-buffer pass in NDC. just a stencil.
@lritter Yeah I'm ok with the hollowing, it looks OK I think. Object-based dithering limits you to smaller objects than we need