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

Setting up a truly transparent glass


After having played with a material that didn't make use of the Opaque blend mode for the first time in the previous recipe, it is now time to go a little bit further. As we just saw, a material that makes use of the subsurface profile shading model treats light differently than the examples we created in earlier chapters. The next shaders we create will follow suit; starting with a realistic glass material in this recipe, we are about to see how we can deal with these type of surfaces. Let's take a look!

Getting ready

Let me get the easiest part out of the way without delay: the scene we'll be using is called 04_02_Glass_Start, and it can be found in the Content/UE4ShadersAndEffects/Maps/Chapter04 folder.

We'll use a very similar scene to the last one, as you'll be able to see this for yourself if you want to use the same assets I'll be using. However, unlike in the previous recipe, there's no special consideration in terms of the geometry we'll employ...