I went through 3 stages with this shader map where i combined the knowledge of the 1st and the 2nd iteration and to then using the best solutions found for the 3rd final iteration.
The 1st iteration was based on displacing vertices on a plane with height data and masking it out in a circle only just to see if it was possible to achieve it in real time.
The 2nd iteration seen in the 1st gif and parts of it can also be seen in picture 2 by combining the previous top camera with a new bottom render scene capture 2D camera. It had if statements that masked out ten different layers within these depth masks rendertarget textures to create a voxelized look from both cameras relative to the player position. However it was never really concise in how the holographic map result became when changing the texture resolutions and so on so i had to rethink again.
The 3rd Iteration which became the final one is seen in the 2nd and 3rd gif and all of the pictures. The reason the material glows yellow instead of having the correct blue cyan color is beacuse the material not having the correct values when its not on runtime, when the game is started the values becomes correct and fixes this issue.
I decided to go back and use the plane displacement solution only from the top camera as it was more consistent with its results but i used the layer masking if parameter for a better overall look. I combined this further with the parameter functions that contains the scanline effect projection in the X,Y directions representing U,V in parameter space. Creating material functions also speed up the process of not having unreal auto compile so much at once in the base material even when it contained the material functions themselves it skipped compiling the rest.