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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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Toc

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

Baking out a material


Materials are a type of asset that can be sometimes simplified without losing any quality. Think, for example, about the shader we created in the previous recipe—we made use of several nodes to make sure that it looked good both on close-ups as well as when the camera was far from the object the material was being applied to. Creating materials that way can sometimes be expensive for the GPU, especially if the object that is being rendered is very far from the screen or at a point where we can no longer make out the subtleties on its surface. 

For those cases, Unreal offers us the possibility of baking out a material into another one, a more simplified version of our initial asset. What we'll be doing now is reducing the complexity of the original material graphs by baking out simple textures that behave just like the more complicated original material graphs we had previously set up. Let's go!

Getting ready

The scene we will be using throughout this recipe is the level...

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