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Unreal Engine 5 Shaders and Effects Cookbook : Over 50 Recipes to Help You Create Materials and Utilize Advanced Shading Techniques / Brais Brenlla Ramos and Kenneth Pimentel.
- Format:
- Book
- Author/Creator:
- Ramos, Brais Brenlla, author.
- Pimentel, Kenneth, author.
- Language:
- English
- Subjects (All):
- Three-dimensional display systems.
- UnrealScript (Computer program language).
- Video games--Design.
- Video games.
- Physical Description:
- 1 online resource (402 pages) : illustrations
- Edition:
- 2nd ed.
- Distribution:
- London : Bloomsbury Publishing (UK), 2025.
- Place of Publication:
- Birmingham, UK : Packt Publishing, 2023.
- System Details:
- text file rdaft
- Summary:
- 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!
- Contents:
- Cover
- Title Page
- Copyright and Credits
- Foreword
- Contributors
- Table of Contents
- Preface
- Chapter 1: Understanding Physically Based Rendering
- Technical requirements
- Setting up a studio scene
- Getting ready
- How to do it…
- How it works…
- See also
- 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
- Using masks within a material
- Instancing a material
- There's more…
- 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
- Creating a translucent glass
- Displaying holograms
- Working with subsurface scattering.
- Getting ready
- 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
- 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
- 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
- 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
- How to do it
- Chapter 7: Exploring Some More Useful Nodes
- 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
- Playing a video on an in-game TV
- Capturing the scene through a CCTV camera
- Getting ready.
- How to do it…
- 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
- How it works...
- Chapter 9: Adding Post-Processing Effects
- 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
- Other Books You May Enjoy.
- Notes:
- Includes index.
- ISBN:
- 9781837635566
- 1837635560
- OCLC:
- 1381096246
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