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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

Mastering refraction by creating a pool water material


Water is cool, pool water is cooler, but apart from studying it for that reason, it's interesting to see how to deal with different bodies of water in UE4. We are going to be looking at two different types: a see-through implementation, and a rough sea shader. This recipe will deal with the first type, which is going to allow us to check a different refraction implementation within the engine that works well with large surfaces. We'll check out the sea shader in a later recipe.

Apart from that, we are also going to be able to tackle different interesting nodes, such as the Depth Fade one, which we'll talk about more later. With that in mind, let's see what you'll need to get started!

Getting ready

Since we'll be trying out different effects, we'll need to actually set up the scene in a way that allows for them to show up. First of all, we'll need a plane onto which we can apply the water material we'll be creating. Apart from that, we'll...

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