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

Optimizing through texture atlases


Often referred to as a sprite sheet in the game industry, texture atlases are a great way to optimize game projects. The general concept is to have one image that itself contains a collection of smaller images. This is often used when there are smaller textures that are used frequently to reduce the overhead of the graphics card being used having to switch between different texture memory.

Note

For more info on texture atlases, check out https://en.wikipedia.org/wiki/Texture_atlas.

 

 

Getting ready...

To complete this recipe, you will need to have a single texture what contains multiple smaller images inside of it. If you do not have one, you can make use of the flipbook texture from the Engine Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures folder. 

How to do it...

One of the ways we can use texture atlases is through modifying the UVs on the object. Let's do that now:

  1. Create a Material and name it M_TextureAtlas. Double-click on it to enter...