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EDIT: I missed one case in the video: when the prerendered bg is in front of the additive particles, the particles sort in front of the prerend which is incorrect. The fix is very simple: just grab the custom depth emitted by the particles and compare it with the bg depth (this is after you turn on custom depth writing on them) https://imgur.com/w4AP4tK (Before: https://imgur.com/a/McY1NO7, After: https://imgur.com/a/sZP8oeY) In this part 2 video, I show you how to fix the issues of additive/translucent materials not blending in with the prerendered setup from the previous video. The technique uses the stencil buffer, opaque objects write a value of 1, while additive particles write a value of 2, values of 1 will use regular opaque blending (using standard scene-depth vs prerend-depth comparison), values of 2 will use additive blend (prerend-color + scene-color), overlapping values (1+2) will still use opaque blending. More on stencil can be found here: / overlapping-custom-depth-stencils and • How to Create Masks With the Custom Stenci... Particles are from Marcis's Retro Particles: https://www.unrealengine.com/marketpl... Models and background artwork is by @fleshinteractive BG Music belongs to from Parasite Eve 2. Timecodes 0:00 - Intro 0:45 - The Issue 1:38 - Disabling Some PS1 Settings 2:00 - Tweaking Material to Use Named Reroutes 4:55 - PreRend Material Refresher 5:40 - What We Need to Do 6:08 - Enabling the Stencil Buffer 8:40 - Using the Stencil Buffer 14:53 - It's getting there 16:16 - Using Stencil Write Mask 18:20 - That's it (It works) 19:11 - Transparency 20:46 - Using Masked instead, faking it 25:00 - Using CheckerPattern instead of DitherTemporalAA