Moving between seasons using curve atlases
In our journey through Unreal’s material repertoire, we sometimes find ourselves using different types of parameters. Just in the last recipe, we looked at how we could garner the strength of both the Scalar and Vector types through the use of a Material Parameter Collection asset. Having said so, the two types of variables available there are best suited to drive certain fixed properties, such as the Roughness value used by a shader or the color needed to be displayed on a specific material.
More nuanced types of data can also be parameterized in Unreal thanks to the use of curves. These are special types of assets that can hold different values, meant to give a range of options as opposed to a single one. In this recipe, we’ll take advantage of that characteristic by creating a material that can sample different values from a single curve. We’ll use that feature to create a material that can display the most common...