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

Chapter 4. Translucent Materials and More

The previous chapter saw us dealing with multiple different materials, and, even though they were all unique, they also shared a common attribute: they all made use of the Opaque Blend Modeand theDefault Lit Shading Model. In this chapter, we are going to explore other examples of materials that differ from at least one of those two attributes—so get ready to talk about translucency, refraction, subsurface shaders, and planar reflections. This is the place where we will start looking at those cases.

In this chapter, we will be covering the following topics:

  •  Creating a candle material with SSS
  • Setting up a truly transparent glass
  • A different type of translucency – holograms
  • Achieving realistic reflections
  • Mastering refraction by creating a pool water material
  • Water caustics
  • Animating a sea shaders

Let's dive right in!