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

Adding dirt to occluded areas


I'm sure you know by now how powerful baked lighting can be in Unreal Engine 4. It makes our scenes look ultra-realistic if done well, as the computed shadow maps don't have any equivalent in terms of quality if we use dynamic lighting. However useful they are, calculating lighting for our scenes isn't only helpful for this process of baking shadows—we can reuse this information in other ways within our materials. We have one useful node at our disposal that lets us tap into that data to drive the appearance of our materials. One common use for that is to apply dirt to areas that are occluded, which we'll look at here! Take a look at the following screenshot:

Getting ready

The scene that you can open if you want to follow along using the same assets is called 09_ 02_ PrecomputedAoMask_ Start and can be found in the Content Browser / UE4ShadersAndEffects / Maps / Chapter09 folder.

As always, you can use your own assets and levels, but there are some things you should...