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One rendering feature that the game Watchdogs featured, is that it could render indoor areas behind windows without any actual geometry, instead using a pixel shader to fake the geometry.
If you can do it in UE4 than you can also do it in Armory as they're both using node-based render system with user control over it. In fact, from what I've seen, Armory features even greater control over rendering system:)
One rendering feature that the game Watchdogs featured, is that it could render indoor areas behind windows without any actual geometry, instead using a pixel shader to fake the geometry.
This blog post on the Unreal Engine forums highlights the technique: https://forums.unrealengine.com/showthread.php?7444-Watch-Dogs-style-Interior-Mapping-material
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