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

Mastering refraction by creating a pool water material


Water is cool, pool water is cooler, but apart from studying it for that reason, it's interesting to see how to deal with different bodies of water in UE4. We are going to be looking at two different types: a see-through implementation, and a rough sea shader. This recipe will deal with the first type, which is going to allow us to check a different refraction implementation within the engine that works well with large surfaces. We'll check out the sea shader in a later recipe.

Apart from that, we are also going to be able to tackle different interesting nodes, such as the Depth Fade one, which we'll talk about more later. With that in mind, let's see what you'll need to get started!

Getting ready

Since we'll be trying out different effects, we'll need to actually set up the scene in a way that allows for them to show up. First of all, we'll need a plane onto which we can apply the water material we'll be creating. Apart from that, we'll...