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

A horror movie pulsating effect with post process materials


Welcome back to another recipe on post processing effects! I'm quite excited about this one, as we are about to start creating our own personal effects instead of using the ones we already have available through the engine. To do so, we'll take advantage of a particular type of shaders called the Post Process Materials that, to be honest, are quite self explanatory. They are the ones to be used when we need to adjust the scene as a whole. They are applied inside the post process volume, and not on a particular 3D model. Because of that, the way we create them is somewhat different to that of a standard material, so we'll be taking a look at how they are structured. This recipe will be the foundation which will let us create more complex effects later on, so let's jump right in!

Getting ready

We are going to start this recipe by loading a specific level, one which might feel familiar. Dive into the following folder and select the specified...