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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.

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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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