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 9. Some Extra Useful Nodes

Unreal has many different and useful nodes, some of which we've already seen, while others are still left to be explored. It would probably be over-ambitious to try and cover them all, given the huge amount of nodes and functionalities at our fingertips. However accurate that might be, it's also true that the more nodes and examples we see, the better prepared we'll be when we are tasked with creating a new material. That being the case, we'll take a final look at some of the useful nodes that we haven't had the chance to explore so far that can be immensely helpful under certain circumstances.

In this chapter, we will cover the following recipes:

  • Adding randomness to identical models
  • Adding dirt to occluded areas
  • Matching texture coordinates across multiple meshes
  • Adjusting material complexity through quality switches
  • Using interior cubemaps to texture the interior of a building
  • Using fully procedural noise patterns