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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

Setting up a truly transparent glass


After having played with a material that didn't make use of the Opaque blend mode for the first time in the previous recipe, it is now time to go a little bit further. As we just saw, a material that makes use of the subsurface profile shading model treats light differently than the examples we created in earlier chapters. The next shaders we create will follow suit; starting with a realistic glass material in this recipe, we are about to see how we can deal with these type of surfaces. Let's take a look!

Getting ready

Let me get the easiest part out of the way without delay: the scene we'll be using is called 04_02_Glass_Start, and it can be found in the Content/UE4ShadersAndEffects/Maps/Chapter04 folder.

We'll use a very similar scene to the last one, as you'll be able to see this for yourself if you want to use the same assets I'll be using. However, unlike in the previous recipe, there's no special consideration in terms of the geometry we'll employ...

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