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

Matching texture coordinates across multiple meshes


The way we apply materials and textures varies a lot, and is something that depends on multiple factors. Are we working on small props? Are we texturing large surfaces? Do we need to accurately depict real-life objects, or can we include procedural creation techniques in our workflow? Those are some of the questions that we need to ask ourselves before we begin working on an asset. So far, we've had the opportunity to work on both small and large props throughout this book, but we haven't yet had the need to apply the same material to two or more different models. This situation presents its own set of challenges, and it's one of those that we will be tackling next—how do we make sure that the material looks the same on all of the objects that we apply it to? Make sure to continue reading to find out how!

Getting ready

Something that we'll need in this chapter are at least two different meshes, with their own set of UVs that look substantially...