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Unreal Engine 5 Shaders and Effects Cookbook
Unreal Engine 5 Shaders and Effects Cookbook

Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques , Second Edition

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Profile Icon Brais Brenlla Ramos Profile Icon Brais Brenlla Ramos
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Full star icon Full star icon Full star icon Full star icon Half star icon 4.7 (16 Ratings)
eBook May 2023 402 pages 2nd Edition
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Full star icon Full star icon Full star icon Full star icon Half star icon 4.7 (16 Ratings)
eBook May 2023 402 pages 2nd Edition
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Unreal Engine 5 Shaders and Effects Cookbook

Understanding Physically Based Rendering

Welcome to Unreal Engine 5 Shaders and Effects Cookbook!

In this first chapter, we’ll begin by studying the PBR workflow. PBR is an acronym that stands for physically based rendering – an approach to rendering a scene that takes into account how light behaves when it encounters 3D objects. This is at the core of the rendering pipeline, and the focus of the recipes you’ll encounter in the next few pages. In them, we’ll work with the building blocks of the PBR workflow – lights and materials – while also studying their impact on performance – things that we need to be aware of if we want to succeed in the rendering arena. With that in mind, this is what we are going to do:

  • Setting up a studio scene
  • Working inside the Material Editor
  • Creating our first physically based material
  • Visualizing a simple glass
  • Using IBL and Lumen to light our scenes
  • Using static lighting...

Technical requirements

To complete this chapter, you’ll need to get a hold of Unreal Engine 5, the main star of this book!

This can be done by following these simple steps:

  1. Download the Epic Games Launcher from the engine’s website, https://www.unrealengine.com/en-US/download, and follow the installation procedure indicated there.
  2. Once installed, get the latest version of the engine. You can do so by navigating to the Unreal Engine section of the launcher, and then to the Library tab. There, you’ll be able to see a + icon, which lets us download whichever version of Unreal we want.
  3. Launch the newly downloaded version of Unreal by clicking on the homonymous button:
Figure 1.2 – Location of the buttons you’ll need to click to complete the previous set of actions

Figure 1.2 – Location of the buttons you’ll need to click to complete the previous set of actions

Apart from that, we have provided all the assets that you’ll see me use throughout the different recipes in this book. You can download...

Setting up a studio scene

The first objective that we are going to tackle in this book is creating a basic scene, one that we’ll be able to reuse as a background level for some of the materials we’ll be creating later. This initial step will allow us to go over the basics of the engine, as well as get familiar with some of the tools and panels that we’ll revisit multiple times throughout the next few pages. Let’s jump right in!

Getting ready

First, we need to download Unreal Engine 5 before we can start creating the basic studio scene. I’ve started writing this book with version 5.0.3, but don’t hesitate to use the latest iteration available to you whenever you read this. Instructions on how to download and install it can be found on the previous page!

How to do it…

Having launched the engine as the last of the previous steps, let’s look at how to set up a studio scene right from the beginning:

  1. Go to the Games...

Working inside the Material Editor

Let’s get started working inside the Material Editor! This is where the magic explained in this book happens, as well as the place where we’ll spend most of our time, so we’d better get well acquainted with it, then! As with everything inside Unreal, you’ll be able to see that this space for creating materials is a very flexible one – full of customizable panels, rearrangeable windows, and expandable areas. And the best thing is you can place them wherever you want!

Because of its modular nature, some of the initial questions that we need to tackle are the following: how do we start creating materials? And where do we look for the most used parameters? Having different panels means having to look for different functionalities in each of them, so we’ll need to know how we can find our way around the editor. We won’t stop there, though – this new workspace is packed with plenty of useful little...

Creating our first physically based material

PBR is, at its core, a principle that several graphic engines try to follow. Instead of being a strict set of rules by which every rendering program needs to abide, it is more of an idea – one that dictates that what we see on our screens is the result of a study on how light behaves when it interacts with certain surfaces.

As a direct consequence, the so-called PBR workflow varies from one rendering engine to the next, depending on how the creators of the software have decided to program the system. For us, that means that we are going to be looking at the implementation that Epic Games has chosen for the rendering pipeline in Unreal Engine 5.

However, we are going to do so in our already established recipe process – that is, by creating materials that follow the PBR workflow so that we can see the results. Let’s get to it!

Getting ready

We don’t need a lot to get started working on this recipe &...

Visualizing a simple glass

In the previous recipe, we had the opportunity to create a basic material that followed the physically based approach that Unreal Engine uses to render elements on the screen. We saw how we could potentially create endless combinations by simply using nodes and expressions that affected the roughness and the metallic attributes of a material, letting us achieve the look of plastics, concrete, metals, or wood.

Those previous examples can be considered simple ones – for they use the same Shading Model to calculate how each element needs to be rendered. Most of the materials that we experience in our daily lives fall into that category, and they can be described using the attributes we studied previously. Despite that, there are always examples that can’t be exactly covered with one unique Shading Model. The way that light behaves when it touches glass, for example, needs to be redefined in those cases.

The same applies to other elements...

Using IBL and Lumen to light our scenes

This introductory chapter has covered the foundations of the PBR workflow that Unreal uses for its rendering pipeline. With that as our focus, we have already looked at several of its key components, such as different material parameters and Shading Models. However, we can’t dismiss the fact that the PBR workflow takes information from the lights in our scene to display and calculate how everything should look.

So far, we’ve only focused on the objects and the materials that are being rendered – but that is only part of the equation. One of the other parts is, of course, the lighting information. Lights are crucial to the PBR workflow: they introduce shadows, reflections, and other subtleties that affect the final look of the image. They work alongside the materials that we’ve previously applied by making sense of some of the properties we set up. Roughness textures and normal maps work in tandem with the lights...

Using static lighting in our projects

The arrival of Unreal Engine 5 has seen the introduction of very important and groundbreaking technologies into the real-time visualization realm. Nanite, Lumen, and Virtual Shadow Maps… these are all new features that move the industry forward, and they ultimately give us higher-fidelity results when it comes to rendering our scenes.

Perhaps accidentally, we’ve already looked at one of those new features – Lumen. As the new default dynamic global illumination and reflections system, we’ve seen its effects when we worked on the previous recipe. We only had to worry about placing a light and adjusting some of its attributes for the scene to look right; we didn’t have to create reflection captures, bake lightmaps, or use other techniques that might sound completely alien to you if you are starting your real-time journey with this version of the engine.

Despite that, we are going to take a quick look at the...

Checking the cost of our materials

So far, this introductory chapter has gone over the basics of the rendering pipeline – we’ve seen how to create a PBM, understood what the different Shading Models were, and saw how light played a key role in the overall look of the final image. However, we can’t move on to different topics just yet without learning a bit more about the impact that our materials have on the machines that are displaying them.

The first thing that we need to be aware of is that some materials or effects are more expensive in terms of their rendering cost than others. Chances are you have already experienced that in the past – think, for example, about frames per second in video games. The number of frames per second that are fed into our displays by the graphics cards directly influences how the game plays and feels. Many elements affect performance, but one crucial factor in that equation is the complexity of the materials we create.

...
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Key benefits

  • Create spectacular visual effects for use in both games and virtual productions
  • Design efficient shaders for any real-time platform without sacrificing realism
  • Leverage Unreal Engine’s rendering pipeline and the innards of the material graph

Description

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 5 builds upon that foundation and continues to push the boundaries of what is achievable in an interactive format. Against this backdrop, the second edition of this book takes a leap forward and explores the new opportunities offered by the latest version of the engine, including Lumen, ray tracing, and Nanite. The book also revisits previously covered techniques and updates them to current standards, shining new light on topics such as the PBR workflow and the different lighting solutions that were present in the first edition. Throughout the chapters, you’ll be able to focus on two key principles that you need to consider when dealing with real-time graphics: optimization and efficiency. By the end of this book, you’ll have explored the many rendering possibilities that Unreal Engine 5 has to offer to become the master of your own creations!

Who is this book for?

This comprehensive guide is designed for anyone who is passionate about rendering, real-time graphics, and creating visually stunning experiences with Unreal Engine. Whether you're a beginner or a seasoned professional, this book offers a gentle learning curve that takes you from the fundamentals of the rendering pipeline to the most advanced techniques in the field. With a wealth of information and expert guidance, you'll quickly become proficient in the art of material creation, regardless of your background knowledge.

What you will learn

  • Leverage the capabilities of Lumen and Nanite to create breathtaking experiences
  • Attain proficiency in the rendering pipeline of Unreal Engine to develop real-time graphics
  • Utilize the physically based rendering pipeline to achieve photorealistic rendering across multiple scenes
  • Explore the Material Editor to build complex materials and textures and achieve a high level of detail
  • Optimize your materials to run seamlessly on multiple platforms
  • Understand the various nodes and functions required to create impressive visual effects

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Table of Contents

11 Chapters
Chapter 1: Understanding Physically Based Rendering Chevron down icon Chevron up icon
Chapter 2: Customizing Opaque Materials and Using Textures Chevron down icon Chevron up icon
Chapter 3: Making Translucent Objects Chevron down icon Chevron up icon
Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies Chevron down icon Chevron up icon
Chapter 5: Working with Advanced Material Techniques Chevron down icon Chevron up icon
Chapter 6: Optimizing Materials for Mobile Platforms Chevron down icon Chevron up icon
Chapter 7: Exploring Some More Useful Nodes Chevron down icon Chevron up icon
Chapter 8: Going Beyond Traditional Materials Chevron down icon Chevron up icon
Chapter 9: Adding Post-Processing Effects Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.7
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4 star 31.3%
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Nelson Jun 30, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This comprehensive book offers a meticulous exploration of shader fundamentals within the context of Unreal Engine. Serving as an invaluable resource for aspiring tech artists at all proficiency levels, it provides an excellent foundation for beginners and intermediate practitioners alike. The book offers informative guidance, meticulously leading readers through a wealth of instructions, ranging from introductory techniques to advanced applications. As such, it is an essential read for individuals with a vested interest in the realm of tech art within the Unreal Engine.
Amazon Verified review Amazon
David Wong Cascante Jul 04, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book streamlines the learning process for using Unreal Engine’s graphical features. The chapters are split up into categories of recipes that readers can read through to understand the features the engine has to offer.The book starts out by assuming readers have no experience working in the engine but, by the end, it covers interesting applications of Unreal Engine’s material editor and its other tools.I would highly recommend downloading the sample assets provided by the book to speed up the learning process. In addition, the assets also give readers an idea of what’s needed to create quality assets for the engine.In conclusion, I would recommend this book for anyone studying how to create visual content in Unreal Engine 5. The book contains a diverse set of recipes users can jump around based on their interests and the samples are helpful as reference for all the content presented.
Amazon Verified review Amazon
J Pearse Jun 01, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This "cookbook" guides you from creating a studio scene, all the way to harnessing the latest innovations in real time shader usage.Shader setups gently increase in complexity and versality, while addressing factors such as how dynamic and static lighting, and processing budgets should effect your decision making. Importantly this also includes the new technologies bundled with UE5 such as Lumen and Nanite. If you've read the previous edition you'll find examples where familiar shader recipes covered in that volume have been updated so they can utilise these new lighting and polygon management techniques.Along the way there are blueprint diagrams, including explanations of the various nodes in use, as well as before and after comparison images showing the result of modifications. All this is presented in an approachable, clear and detailed way.
Amazon Verified review Amazon
Patrick Han Aug 11, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book for beginners who want to learn more abut the material and lighting systems Unreal offers. The explanations are easily digestible and the author offers further reading should one choose to do so. The target audience for this is honestly anyone, but if you're looking for highly technical literature this wouldn't really be the book for you. Overall I enjoyed reading it and I think it's everything a cookbook should strive to be.
Amazon Verified review Amazon
R E. Jun 22, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is an exceptional resource for both beginner and intermediate tech artists jumping into Unreal Engine. It covers the fundamentals of Physically Based Rendering (PBR) and provides insightful guidance on shader creation in UE5. If you're aiming to create breathtaking scenes with a realistic aesthetic, this book offers all the knowledge you need to achieve stunning results.It excels in providing a solid foundation, giving readers the recipes to bring their scenes to life. It would be great to see stylized and NPR aesthetics included in the next edition!Overall, this book is a must-have for tech artists seeking to enhance their understanding of shaders. Its comprehensive coverage of PBR and optimization techniques ensures that you'll be well-equipped to create visually captivating assets.
Amazon Verified review Amazon
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