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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
Languages
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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
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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

Optimizing through texture atlases


Often referred to as a sprite sheet in the game industry, texture atlases are a great way to optimize game projects. The general concept is to have one image that itself contains a collection of smaller images. This is often used when there are smaller textures that are used frequently to reduce the overhead of the graphics card being used having to switch between different texture memory.

Note

For more info on texture atlases, check out https://en.wikipedia.org/wiki/Texture_atlas.

 

 

Getting ready...

To complete this recipe, you will need to have a single texture what contains multiple smaller images inside of it. If you do not have one, you can make use of the flipbook texture from the Engine Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures folder. 

How to do it...

One of the ways we can use texture atlases is through modifying the UVs on the object. Let's do that now:

  1. Create a Material and name it M_TextureAtlas. Double-click on it to enter...
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