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Unreal Engine 4 Shaders and Effects Cookbook

Unreal Engine 4 Shaders and Effects Cookbook

By : Brais Brenlla Ramos, John P. Doran
3.6 (5)
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Unreal Engine 4 Shaders and Effects Cookbook

Unreal Engine 4 Shaders and Effects Cookbook

3.6 (5)
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 (11 chapters)
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Understanding Physically Based Rendering

Welcome to Unreal Engine 5 Shaders and Effects Cookbook!

In this first chapter, we’ll begin by studying the PBR workflow. PBR is an acronym that stands for physically based rendering – an approach to rendering a scene that takes into account how light behaves when it encounters 3D objects. This is at the core of the rendering pipeline, and the focus of the recipes you’ll encounter in the next few pages. In them, we’ll work with the building blocks of the PBR workflow – lights and materials – while also studying their impact on performance – things that we need to be aware of if we want to succeed in the rendering arena. With that in mind, this is what we are going to do:

  • Setting up a studio scene
  • Working inside the Material Editor
  • Creating our first physically based material
  • Visualizing a simple glass
  • Using IBL and Lumen to light our scenes
  • Using static lighting...
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