Dithering
Object
Player Character
The Dithering system allows objects between the camera and the character to fade out smoothly instead of fully blocking the view.
This improves visibility and prevents situations where the character is completely obscured by walls, foliage, or other geometry.
How It Works
The system detects objects between the camera pivot and the camera position.
When an object blocks the view:
- it is detected using collision traces
- a dithering effect is applied to its material
- the object smoothly fades to a lower opacity
When the object is no longer blocking the view, it fades back to its original state.
Setup
Dithering requires both material setup and correct collision configuration.
Step 1 - Locate the Material Function
The plugin provides a required material function:
- MF_CameraDithering
You can find it in the plugin content:
Step 2 - Prepare the Material
Open the material you want to support dithering.
Make sure the material uses:
- Blend Mode = Masked
Step 3 - Add the Dithering Function
Drag MF_CameraDithering into the material graph and connect it to:
- Opacity Mask
Step 4 - Optional Mask Texture
If your material uses a texture mask (for example foliage or patterned opacity):
- plug the texture into the OpacityMask (S) input of the function
This allows dithering to work correctly with existing masked materials.
Step 5 - Configure Collision
For dithering to work, the object must have correct collision settings.
Open the mesh/component and configure:
- Collision Enabled = Query (or Query and Physics)
- Visibility = Block
- Camera = Ignore
Step 6 - Configure Dither Tags
Objects must have a matching tag to be affected by the dithering system.
Add Tag to Actor
- Select the Actor in the level
- In the Details panel, find Actor → Tags
- Click + and add a tag (for example:
Dither)
Add Tag to Camera Settings
- Select the Third Person Camera Component
- Find the Dithering section
- Add the same tag to Dither Tags
Only actors with matching tags will be affected by dithering.
Step 7 - Enable Dithering
Finally, make sure the system is enabled:
- Enable Dithering must be checked on the camera component
If this option is disabled, the dithering system will not run.
Settings
- Enable Dithering - enables the dithering system
- Dither Owner - allows the character to fade when the camera is very close
- Dither Tags - only actors with these tags will be affected
- Dither Min Opacity - minimum opacity applied during dithering
- Dither Speed - controls how quickly objects fade in and out
- Dither Sweep Radius - radius used to detect blocking objects
- Dither Overlap Radius - radius used for close-range detection around the camera
Behavior
Dithering is applied automatically during camera updates.
- no manual calls are required
- only objects between the camera and the character are affected
- multiple objects can be faded at the same time
The system restores objects to their original appearance when they are no longer blocking the view.
Notes
- Dithering requires materials to include MF_CameraDithering
- Objects without the material setup will not be affected
- The system is fully automatic and runs at runtime
- Useful for improving visibility in dense environments such as foliage or tight spaces