Holographic map

Maps in games is something special to me, im interested in how much information is given to the player and how its given and when its all contextualized together holistically. That is why i did this shader as a means to learn more about shaders combined with the interest of the interactive information gathering through maps.
This holographic map shader is inspired from games such as The Division and Metroid Prime.

Technical breakdown

In the 1st video i go through the shader which builds the logic in capturing and adding height data in combination with the scanline masking, while the 2nd video shows the blueprint in how i am able to control the panning of the shader through camera movement aswell as capturing enemy and loot classes into 2 separate scene capture camera textures.

Iteration process

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.