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

Changing the mood of a scene through color grading


After we've taken some time to familiarize ourselves with the post process volume actor, it is now time to start looking at how to use the different functionalities we can find within it.

The first section that we will be covering is also the first one we can find if we look at the details panel for the actor and that is the Color Grading tab.

The reason these options exist in Unreal is similar to why they exist elsewhere, like in movies or videos. The end goal is to provide artists with a series of tools that they can use to alter the look of the final image. Similar techniques have been prominent in motion pictures, for example, where the captured footage is adjusted to satisfy a particular need be that the establishing of a stylized look or the ensuring of color continuity. What we are going to be doing in the following pages is exactly that tweaking of the default camera values to modify the look of our scene.

Getting ready

In this recipe...