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

Orienting ourselves with a logic-driven compass

We are used to applying materials to 3D models – after all, that’s what we’ve done in most of the recipes in this book. Having said that, there are other realms where materials and shaders can leave their mark, some of which we’ve already seen. As an example, you might remember the decals that we worked with back in the Adding decals to our scenes recipe in this very same chapter: decals are not 3D models, and as such one of the first things we needed to adjust was the Material Domain property of the new material we created in that recipe.

Another field where we can use materials is in the user interface of our game, and that’s where we are going to focus our attention during the next few pages. We are going to learn how to create a compass that we can use to orient ourselves within the game world, and such an element is usually part of the user interface. As a result, we are going to dip our toes...

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