Unreal Engine 5 shaders and effects cookbook over 50 recipes to help you create materials and utilize advanced shading techniques
Unreal Engine is here to stay! Since the launch of the first edition of this book, based on the Unreal Engine 5 technology, real-time rendering has only grown in popularity. The demand for expertise in this area has grown exponentially across various fields over the last few years, and Unreal Engine...
Autor principal: | |
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing, Limited
2023.
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Edición: | 2nd ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009748739506719 |
Tabla de Contenidos:
- Cover
- Title Page
- Copyright and Credits
- Foreword
- Contributors
- Table of Contents
- Preface
- Chapter 1: Understanding Physically Based Rendering
- Technical requirements
- Setting up a studio scene
- Getting ready
- How to do it…
- How it works…
- See also
- Working inside the Material Editor
- Getting ready
- How to do it…
- How it works…
- See also
- Creating our first physically based material
- Getting ready
- How to do it…
- How it works…
- See also
- Visualizing a simple glass
- Getting ready
- How to do it…
- How it works…
- Using IBL and Lumen to light our scenes
- Getting ready
- How to do it…
- How it works…
- See also
- Using static lighting in our projects
- Getting ready
- How to do it…
- How it works…
- See also
- Checking the cost of our materials
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 2: Customizing Opaque Materials and Using Textures
- Technical requirements
- Using masks within a material
- Getting ready
- How to do it…
- How it works…
- See also
- Instancing a material
- Getting ready
- How to do it…
- How it works…
- There's more…
- See also
- Texturing a small prop
- Getting ready
- How to do it…
- How it works…
- See also
- Adding Fresnel and Detail Texturing nodes
- Getting ready
- How to do it…
- How it works…
- See also
- Creating semi-procedural materials
- Getting ready
- How to do it…
- How it works…
- See also
- Blending textures based on our distance from them
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 3: Making Translucent Objects
- Technical requirements
- Creating a translucent glass
- Getting ready
- How to do it…
- How it works…
- See also
- Displaying holograms
- Getting ready
- How to do it…
- How it works…
- See also
- Working with subsurface scattering.
- Getting ready
- How to do it…
- How it works…
- See also
- Using refraction in a body of water
- Getting ready
- How to do it…
- How it works…
- See also
- Faking caustics with a Light Function
- Getting ready
- How to do it…
- How it works…
- See also
- Animating a sea shader
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies
- Technical requirements
- Taking advantage of Nanite and Quixel Megascans assets
- Getting ready
- How to do it…
- How it works…
- See also
- Using software and hardware ray tracing
- Getting ready
- How to do it…
- How it works…
- See also
- Revisiting screen-space and planar reflections
- Getting ready
- How to do it…
- How it works…
- See also
- Creating an arch viz scene with realistic-looking glass and virtual textures
- Getting ready
- How to do it…
- How it works…
- See also
- Varnishing wood through the Clear Coat Shading Model
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 5: Working with Advanced Material Techniques
- Technical requirements
- Using vertex colors to adjust the appearance of a material
- Getting ready
- How to do it…
- How it works…
- See also
- Adding decals to our scenes
- Getting ready
- How to do it…
- How it works…
- See also
- Creating a brick wall using Parallax Occlusion Mapping
- Getting ready
- How to do it…
- How it works…
- See also
- Taking advantage of mesh distance fields in our materials
- Getting ready
- How to do it…
- How it works…
- See also
- Lighting the scene with emissive materials
- Getting ready
- How to do it…
- How it works…
- See also
- Orienting ourselves with a logic-driven compass
- Getting ready
- How to do it…
- How it works…
- See also
- Driving the appearance of a minimap through Blueprint logic.
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 6: Optimizing Materials for Mobile Platforms
- Technical requirements
- Increasing performance through customized UVs
- Getting ready
- How to do it…
- How it works…
- See also
- Creating materials for mobile platforms
- Getting ready
- How to do it…
- How it works…
- See also
- Using the forward shading renderer for VR
- Getting ready
- How to do it…
- How it works…
- See also
- Optimizing materials through texture atlases
- Getting ready
- How to do it…
- How it works…
- See also
- Baking a complex material into a simpler texture
- Getting ready
- How to do it…
- How it works…
- See also
- Combining multiple meshes with the HLOD tool
- Getting ready
- How to do it…
- How it works…
- See also
- Applying general material optimization techniques
- Getting ready
- How to do it
- How it works…
- See also
- Chapter 7: Exploring Some More Useful Nodes
- Technical requirements
- Adding randomness to identical models
- Getting ready
- How to do it…
- How it works…
- See also
- Adding dirt to occluded areas
- Getting ready
- How to do it…
- How it works…
- See also
- Matching texture coordinates across different models
- Getting ready
- How to do it…
- How it works…
- See also
- Using interior cubemaps to texture the interior of a building
- Getting ready
- How to do it…
- How it works…
- Using fully procedural noise patterns
- Getting ready
- How to do it…
- How it works…
- See also
- Adding detail with Detail Texturing
- Getting ready
- How to do it…
- How it works…
- See also
- Chapter 8: Going Beyond Traditional Materials
- Technical requirements
- Playing a video on an in-game TV
- Getting ready
- How to do it…
- How it works…
- See also
- Capturing the scene through a CCTV camera
- Getting ready.
- How to do it…
- How it works…
- See also
- Highlighting interactive elements
- Getting ready
- How to do it…
- How it works…
- See also
- Creating snow on top of objects using layered materials
- Getting ready
- How to do it…
- How it works…
- See also
- Changing a sunny scene to a snowy one with a parameter collection asset
- Getting ready
- How to do it…
- How it works…
- See also
- Moving between seasons using curve atlases
- Getting ready
- How to do it…
- How it works…
- See also
- Blending landscape materials
- Getting ready
- How to do it…
- How it works...
- See also
- Chapter 9: Adding Post-Processing Effects
- Technical requirements
- Using a Post Process Volume
- Getting ready
- How to do it…
- How it works…
- There's more…
- Changing the mood of a scene through color grading
- Getting ready
- How to do it…
- How it works…
- See also
- Creating a horror movie feeling using post process materials
- Getting ready
- How to do it…
- How it works…
- See also
- Working with a cinematic camera
- Getting ready
- How to do it…
- How it works…
- See also
- Rendering realistic shots with Sequencer
- Getting ready
- How to do it…
- How it works…
- See also
- Creating a cartoon shader effect
- Getting ready
- How to do it…
- How it works…
- See also
- Summary
- Index
- Other Books You May Enjoy.