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

Product typeBook
Published inMay 2023
PublisherPackt
ISBN-139781837633081
Edition2nd Edition
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Author (1)
Brais Brenlla Ramos
Brais Brenlla Ramos
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Brais Brenlla Ramos

Brais Brenlla Ramos is a passionate Architect, 3D artist, Unreal Engine 4 developer and first-time author based between A Corua and his place of work in London, UK. His passion for all things 3D-related dates back to when he was playing games as a child, experiences that fuelled his later studies in architecture and computer animation. His entrance into the professional 3D world happened at the same time as his studies were finishing, with initial projects undertaken in the field of architectural visualization for different studios. Since then, he's worked on many different 3D modeling and app development projects, first as a team member, and later as the Unreal Engine 4 lead developer at a company called AccuCities, based in London.
Read more about Brais Brenlla Ramos

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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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Unreal Engine 5 Shaders and Effects Cookbook - Second Edition
Published in: May 2023Publisher: PacktISBN-13: 9781837633081

Author (1)

author image
Brais Brenlla Ramos

Brais Brenlla Ramos is a passionate Architect, 3D artist, Unreal Engine 4 developer and first-time author based between A Corua and his place of work in London, UK. His passion for all things 3D-related dates back to when he was playing games as a child, experiences that fuelled his later studies in architecture and computer animation. His entrance into the professional 3D world happened at the same time as his studies were finishing, with initial projects undertaken in the field of architectural visualization for different studios. Since then, he's worked on many different 3D modeling and app development projects, first as a team member, and later as the Unreal Engine 4 lead developer at a company called AccuCities, based in London.
Read more about Brais Brenlla Ramos