Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Reflectance dependent on the viewing angle


The tendency of the reflectance of a material to depend on the viewing angle is called the Fresnel effect. A material may be more specular from a grazing angle than from a head-on angle.

Note

The Fresnel effect has magnitude at a grazing angle. This water material seen in the preceding screenshot has high specularity and opacity at a grazing angle due to use of the Fresnel effect.

UE4 has a specially built-in capability to account for this. We'll construct a water shader that has view-angle dependence for translucency to give an example of how to use the Fresnel effect realistically.

Getting ready

You need a new shader to which you want to add the Fresnel effect. Preferably, select a material that you want to look a bit different depending on the viewing angle.

How to do it...

  1. Inside your material, drive a channel (either Opacity, Specularity, or a diffuse color) by the output of a Fresnel node.

  2. The Fresnel node's parameters Exponent and Base Reflect Fraction...