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Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

Unreal Engine 5 Shaders and Effects Cookbook: Over 50 recipes to help you create materials and utilize advanced shading techniques, Second Edition

By Brais Brenlla Ramos
$41.99 $28.99
Book May 2023 402 pages 2nd Edition
eBook
$41.99 $28.99
Print
$51.99
Subscription
$15.99 Monthly
eBook
$41.99 $28.99
Print
$51.99
Subscription
$15.99 Monthly

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Product Details


Publication date : May 31, 2023
Length 402 pages
Edition : 2nd Edition
Language : English
ISBN-13 : 9781837633081
Vendor :
Epic Games
Category :
Concepts :
toc View table of contents toc Preview Book

Key benefits

  • Create spectacular visual effects for use in both games and virtual productions
  • Design efficient shaders for any real-time platform without sacrificing realism
  • Leverage Unreal Engine’s rendering pipeline and the innards of the material graph

Description

Unreal Engine is here to stay! Since the launch of the first edition of this book, based on the Unreal Engine 5 technology, real-time rendering has only grown in popularity. The demand for expertise in this area has grown exponentially across various fields over the last few years, and Unreal Engine 5 builds upon that foundation and continues to push the boundaries of what is achievable in an interactive format. Against this backdrop, the second edition of this book takes a leap forward and explores the new opportunities offered by the latest version of the engine, including Lumen, ray tracing, and Nanite. The book also revisits previously covered techniques and updates them to current standards, shining new light on topics such as the PBR workflow and the different lighting solutions that were present in the first edition. Throughout the chapters, you’ll be able to focus on two key principles that you need to consider when dealing with real-time graphics: optimization and efficiency. By the end of this book, you’ll have explored the many rendering possibilities that Unreal Engine 5 has to offer to become the master of your own creations!

What you will learn

Leverage the capabilities of Lumen and Nanite to create breathtaking experiences Attain proficiency in the rendering pipeline of Unreal Engine to develop real-time graphics Utilize the physically based rendering pipeline to achieve photorealistic rendering across multiple scenes Explore the Material Editor to build complex materials and textures and achieve a high level of detail Optimize your materials to run seamlessly on multiple platforms Understand the various nodes and functions required to create impressive visual effects

What do you get with eBook?

Feature icon Instant access to your Digital eBook purchase
Feature icon Download this book in EPUB and PDF formats
Feature icon Access this title in our online reader with advanced features
Feature icon DRM FREE - Read whenever, wherever and however you want
Buy Now

Product Details


Publication date : May 31, 2023
Length 402 pages
Edition : 2nd Edition
Language : English
ISBN-13 : 9781837633081
Vendor :
Epic Games
Category :
Concepts :

Table of Contents

12 Chapters
Preface Packt Packt
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the project files
Download the color images
Conventions used
Get in touch
Share Your Thoughts
Chapter 1: Understanding Physically Based Rendering Packt Packt
Chapter 1: Understanding Physically Based Rendering
Technical requirements
Setting up a studio scene
Working inside the Material Editor
Creating our first physically based material
Visualizing a simple glass
Using IBL and Lumen to light our scenes
Using static lighting in our projects
Checking the cost of our materials
Chapter 2: Customizing Opaque Materials and Using Textures Packt Packt
Chapter 2: Customizing Opaque Materials and Using Textures
Technical requirements
Using masks within a material
Instancing a material
Texturing a small prop
Adding Fresnel and Detail Texturing nodes
Creating semi-procedural materials
Blending textures based on our distance from them
Chapter 3: Making Translucent Objects Packt Packt
Chapter 3: Making Translucent Objects
Technical requirements
Creating a translucent glass
Displaying holograms
Working with subsurface scattering
Using refraction in a body of water
Faking caustics with a Light Function
Animating a sea shader
Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies Packt Packt
Chapter 4: Playing with Nanite, Lumen, and Other UE5 Goodies
Technical requirements
Taking advantage of Nanite and Quixel Megascans assets
Using software and hardware ray tracing
Revisiting screen-space and planar reflections
Creating an arch viz scene with realistic-looking glass and virtual textures
Varnishing wood through the Clear Coat Shading Model
Chapter 5: Working with Advanced Material Techniques Packt Packt
Chapter 5: Working with Advanced Material Techniques
Technical requirements
Using vertex colors to adjust the appearance of a material
Adding decals to our scenes
Creating a brick wall using Parallax Occlusion Mapping
Taking advantage of mesh distance fields in our materials
Lighting the scene with emissive materials
Orienting ourselves with a logic-driven compass
Driving the appearance of a minimap through Blueprint logic
Chapter 6: Optimizing Materials for Mobile Platforms Packt Packt
Chapter 6: Optimizing Materials for Mobile Platforms
Technical requirements
Increasing performance through customized UVs
Creating materials for mobile platforms
Using the forward shading renderer for VR
Optimizing materials through texture atlases
Baking a complex material into a simpler texture
Combining multiple meshes with the HLOD tool
Applying general material optimization techniques
Chapter 7: Exploring Some More Useful Nodes Packt Packt
Chapter 7: Exploring Some More Useful Nodes
Technical requirements
Adding randomness to identical models
Adding dirt to occluded areas
Matching texture coordinates across different models
Using interior cubemaps to texture the interior of a building
Using fully procedural noise patterns
Adding detail with Detail Texturing
Chapter 8: Going Beyond Traditional Materials Packt Packt
Chapter 8: Going Beyond Traditional Materials
Technical requirements
Playing a video on an in-game TV
Capturing the scene through a CCTV camera
Highlighting interactive elements
Creating snow on top of objects using layered materials
Changing a sunny scene to a snowy one with a parameter collection asset
Moving between seasons using curve atlases
Blending landscape materials
Chapter 9: Adding Post-Processing Effects Packt Packt
Chapter 9: Adding Post-Processing Effects
Technical requirements
Using a Post Process Volume
Changing the mood of a scene through color grading
Creating a horror movie feeling using post process materials
Working with a cinematic camera
Rendering realistic shots with Sequencer
Creating a cartoon shader effect
Summary
Index Packt Packt
Index
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