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

Distance-based texture blending


We are now going to learn how to blend between a couple of different textures according to how far we are from them. Even though it's great to have a complex material that works both when the camera is close to the 3D model or far from it, having a complex material graph operating on a model that only occupies a small percentage in our screens can be a bit too much. This is especially true if we can achieve the same effect with a much lower resolution texture.

With that goal in mind, we are going to take a look at another useful node available in the material graph that will make our lives easier. Let's get started!

Getting ready

If we take a look back at one of the recipes that we've tackled in this chapter, you will probably remember about the semi-procedural concrete we created a couple of recipes ago. While it wasn't an overly complicated material, it did make use of several nodes and textures. This serves us well to prove what we want to show in the following...