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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

Increasing performance through customized UVs

Games are generally computationally expensive, so it makes sense to improve performance whenever we can. With a computer’s GPU, a vertex shader is run for every vertex on a model, and pixel shaders are run for every pixel on the screen. For those cases when there are fewer vertices than pixels, Unreal has a feature called Customized UVs, which can give you a performance boost if you run it on just the vertex shader, instead of also using a pixel one. In this recipe, we’ll take a look at how to take advantage of that feature by tiling a texture more efficiently.

Getting ready

To easily see the differences in UVs, you should have a texture where you can easily tell where the edges of it are. In this case, I will be using the UE4_Logo texture, which is included in the Engine Content | VREditor | Devices | Vive folder in the Content Browser.

Tip

The UE4_Logo texture is an asset that is part of the engine – there...

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