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

A brick wall using displacement


As you already know, this chapter is all about exploring some advanced material effects and also some of the material input pins we haven't used so far. Even though we've already covered many interesting new features, we haven't really explored the rest of the options that we get out of a normal material. Certain inputs, like the World Displacement or the Tessellation Multiplier, are still unknown to us. And here is where we remedy that by taking a look at those features in Unreal and comparing the new technique to the previous one we've seen, that is, Parallax Occlusion Mapping. These two can be quite similar, so it's also worth exploring the similarities and differences between them—we'll do that by using an almost identical scene to the one we used previously. In essence, World Displacement is the node that we want to use when we need to displace the triangles of a model according to a given texture. The Tessellation Multiplier subdivides the original triangles...