Creating a scanning effect
This recipe continues on from the previous one. Open the scene Packt_09_DepthBiased_Start.UDK. You will see a large pool and an enclosed passageway, both filled with objects. What we're interested in is the Material for the energy field in the passageway. It should sweep over the objects (as it's already animated in a Matinee). When the surface touches an object, we're going to make the surface of the energy field glow where contact occurs.
How to do it...
In the Content Browser, right-click and choose New Material. Call it Yourfolder.Material.DepthScanner. In the passageway in the scene, select the Mover that goes back and forth (InterpActor_0). Apply your new Material to it.
Open the Material. Set its Lighting Model to MLM_Unlit and its Blend Mode to BLEND_Translucent.
Hold L and click to add a Lerp; name it Emissive. Hook this Lerp up to the Material's Emissive channel.
Hold 3, click to add a Constant 3 Vector, and set it to R = 20, G = 1, B = 1. This serves as the...