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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

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Product type Paperback
Published in May 2023
Publisher Packt
ISBN-13 9781837633081
Length 402 pages
Edition 2nd Edition
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Author (1):
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Brais Brenlla Ramos Brais Brenlla Ramos
Author Profile Icon Brais Brenlla Ramos
Brais Brenlla Ramos
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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

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.

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