Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unreal Engine 5 Shaders and Effects Cookbook

You're reading from   Unreal Engine 5 Shaders and Effects Cookbook Over 50 recipes to help you create materials and utilize advanced shading techniques

Arrow left icon
Product type Paperback
Published in May 2023
Publisher Packt
ISBN-13 9781837633081
Length 402 pages
Edition 2nd Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Brais Brenlla Ramos Brais Brenlla Ramos
Author Profile Icon Brais Brenlla Ramos
Brais Brenlla Ramos
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Understanding Physically Based Rendering 2. Chapter 2: Customizing Opaque Materials and Using Textures FREE CHAPTER 3. Chapter 3: Making Translucent Objects 4. Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies 5. Chapter 5: Working with Advanced Material Techniques 6. Chapter 6: Optimizing Materials for Mobile Platforms 7. Chapter 7: Exploring Some More Useful Nodes 8. Chapter 8: Going Beyond Traditional Materials 9. Chapter 9: Adding Post-Processing Effects 10. Index 11. Other Books You May Enjoy

Optimizing materials 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 big image that contains a collection of smaller ones. This is often used when there are smaller textures that are used frequently, in order to reduce the overhead on the graphics card being used, which has to switch between different texture memory locations. In this recipe, we’ll explore how to take advantage of this technique, how to use texture atlases within a material, and how to access the different textures contained within it.

Getting ready

To complete this recipe, you will need to have a single texture that contains multiple smaller ones inside of it. If you do not have one, you can make use of the flipbook texture from the Engine content, located within the following folder – Engine Content | Functions | Engine_MaterialFunctions02 | ExampleContent | Textures...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image