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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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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

Changing from a sunny scene to a snowy one through parameter collection


Another common issue that is seen in game development is that you sometimes want to have multiple materials change at the same time. We've already learned about parameters and how we can change them at runtime using Blueprints, but you have to change each material parameter individually.

Material parameter collections allow us to create special variables that can be referred to in multiple materials and then modified in an editor or at runtime through Blueprints or C++. To see just how easily it can be used, in this recipe, we will show you how we can make multiple materials in an environment so that it looks like it has snowed.

Getting ready...

To begin, you will need to create a material with two states: one state where it's completely dry and another for when it has snowed. You'll connect both states to a Linear Interpolation (Lerp) node. Alternatively, you may use a LayerBlend like we did in our previous recipe.

 

How...

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