What this book covers
In Chapter 1, Understanding Physically Based Rendering, we will look at the basics of working with materials (and lights!) in Unreal Engine.
In Chapter 2, Customizing Opaque Materials and Using Textures, we’ll learn how to create some of the most common materials available in Unreal.
In Chapter 3, Making Translucent Objects, we’ll discover how to work with translucent shaders, a very important type that allows us to create substances such as glass or water.
In Chapter 4, Playing with Nanite, Lumen, and Other UE5 Goodies, we’ll explore some of the new rendering features that made it into the latest version of the engine.
In Chapter 5, Working with Advanced Material Techniques, we’ll take a look at some of the more advanced features available in the Material Editor.
In Chapter 6, Mobile Shaders and Optimization, we’ll understand how to optimize our materials when targeting mobile devices.
In Chapter 7, Exploring Some More Useful Nodes, we’ll see how to take advantage of some nifty nodes that defy categorization.
In Chapter 8, Going Beyond Traditional Materials, we’ll work with some types of shaders that challenge the logic of where materials should be applied!
In Chapter 9, Adding Post-Processing Effects, we’ll tap into Unreal’s post-processing pipeline to create shaders that simultaneously affect the whole scene.