Book Image

Unreal Engine 4 Shaders and Effects Cookbook

By : Brais Brenlla Ramos, John P. Doran
Book Image

Unreal Engine 4 Shaders and Effects Cookbook

By: Brais Brenlla Ramos, John P. Doran

Overview of this book

Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how!
Table of Contents (16 chapters)
Title Page
Copyright and Credits
About Packt
Contributors
Preface
Index

Adjusting anti aliasing and other rendering features


Welcome to the last recipe of this chapter! So far, we've had the opportunity to play around with most of the settings that both the post process volume and the cine camera actor have to offer. We don't want to say goodbye to this topic though without looking at some of the final technical adjustments we can perform on our scenes at a global scale. That being the case, we will focus our attention now on several important values such as the following:

  • Supersampling
  • Screen Space Reflections
  • Ambient Occlusion
  • Motion Blur
  • Anti Aliasing

All of the previous topics are often viewed more from a technical point of view rather than an artistic one. They can have a great impact on the visual quality and feel of the scene, and we don't want to downplay the part that they have on that regard. However, more often than not, they are values that we have to adjust keeping in mind the performance that we are after. It's not so much a question of whether we want...