Book Image

Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

By : Brais Brenlla Ramos
Book Image

Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

By: Brais Brenlla Ramos

Overview of this book

Unreal Engine is here to stay! Since the launch of the first edition of this book, based on the Unreal Engine 5 technology, real-time rendering has only grown in popularity. The demand for expertise in this area has grown exponentially across various fields over the last few years, and Unreal Engine 5 builds upon that foundation and continues to push the boundaries of what is achievable in an interactive format. Against this backdrop, the second edition of this book takes a leap forward and explores the new opportunities offered by the latest version of the engine, including Lumen, ray tracing, and Nanite. The book also revisits previously covered techniques and updates them to current standards, shining new light on topics such as the PBR workflow and the different lighting solutions that were present in the first edition. Throughout the chapters, you’ll be able to focus on two key principles that you need to consider when dealing with real-time graphics: optimization and efficiency. By the end of this book, you’ll have explored the many rendering possibilities that Unreal Engine 5 has to offer to become the master of your own creations!
Table of Contents (12 chapters)

Exploring Some More Useful Nodes

Unreal contains many different and useful nodes – some of which we’ve already seen, while others are still left to be explored. It would probably be too ambitious to try and cover them all, given the huge number of functions available at our fingertips, however, it’s also true that the more examples we see, the better prepared we’ll be when we need to create a new shader. That being the case, we’ll continue to look at some of those useful nodes that we haven’t had the chance to explore so far in the book.

So, we will cover the following recipes in this chapter:

  • Adding randomness to identical models
  • Adding dirt to occluded areas
  • Matching texture coordinates across different models
  • Using interior cubemaps to texture the interior of a building
  • Using fully procedural noise patterns
  • Adding detail with Detail Texturing

As always, here is a little snippet of what we’ll be...