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Unreal Engine 4 Shaders and Effects Cookbook

You're reading from   Unreal Engine 4 Shaders and Effects Cookbook Over 70 recipes for mastering post-processing effects and advanced shading techniques

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789538540
Length 524 pages
Edition 1st Edition
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Authors (2):
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Brais Brenlla Ramos Brais Brenlla Ramos
Author Profile Icon Brais Brenlla Ramos
Brais Brenlla Ramos
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (16) Chapters Close

Title Page
Copyright and Credits
About Packt
Contributors
Preface
1. Physically Based Rendering FREE CHAPTER 2. Post-Processing Effects 3. Opaque Materials and Texture Mapping 4. Translucent Materials and More 5. Beyond Traditional Material Uses 6. Advanced Material Techniques 7. Using Material Instances 8. Mobile Shaders and Material Optimization 9. Some Extra Useful Nodes 1. Other Books You May Enjoy Index

Adding dirt to occluded areas


I'm sure you know by now how powerful baked lighting can be in Unreal Engine 4. It makes our scenes look ultra-realistic if done well, as the computed shadow maps don't have any equivalent in terms of quality if we use dynamic lighting. However useful they are, calculating lighting for our scenes isn't only helpful for this process of baking shadows—we can reuse this information in other ways within our materials. We have one useful node at our disposal that lets us tap into that data to drive the appearance of our materials. One common use for that is to apply dirt to areas that are occluded, which we'll look at here! Take a look at the following screenshot:

Getting ready

The scene that you can open if you want to follow along using the same assets is called 09_ 02_ PrecomputedAoMask_ Start and can be found in the Content Browser / UE4ShadersAndEffects / Maps / Chapter09 folder.

As always, you can use your own assets and levels, but there are some things you should...

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