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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

Applying cinematic effects to our games


We took some time aside in the previous recipe to learn about the other type of actors that have access to the post processing effects in UE4 – the cameras. In particular, we focused our attention on the cine camera actor, a specific type that has the potential to use certain cinematic effects. Taking it from there, we will continue to look at some other cinematic techniques available to us while still using that same camera actor. We'll take a look at Grain, Vignetting, Chromatic Aberration, and more. 

The reason we continue to use a camera and not the post process volume is because some of the effects we are about to include come from the world of cinematography. While they definitely can be used on the volume as well, it does make sense at this stage to continue to use the camera if only to just replicate how things would also be happening in real life. After all, Unreal bases much of its capabilities in the realm of reality, and these are another...

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