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Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

You're reading from  Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

Product type Book
Published in May 2023
Publisher Packt
ISBN-13 9781837633081
Pages 402 pages
Edition 2nd Edition
Languages
Concepts
Author (1):
Brais Brenlla Ramos Brais Brenlla Ramos
Profile icon Brais Brenlla Ramos

Table of Contents (12) Chapters

Preface 1. Chapter 1: Understanding Physically Based Rendering 2. Chapter 2: Customizing Opaque Materials and Using Textures 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

Creating our first physically based material

PBR is, at its core, a principle that several graphic engines try to follow. Instead of being a strict set of rules by which every rendering program needs to abide, it is more of an idea – one that dictates that what we see on our screens is the result of a study on how light behaves when it interacts with certain surfaces.

As a direct consequence, the so-called PBR workflow varies from one rendering engine to the next, depending on how the creators of the software have decided to program the system. For us, that means that we are going to be looking at the implementation that Epic Games has chosen for the rendering pipeline in Unreal Engine 5.

However, we are going to do so in our already established recipe process – that is, by creating materials that follow the PBR workflow so that we can see the results. Let’s get to it!

Getting ready

We don’t need a lot to get started working on this recipe &...

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