Unreal Engine 5 Shaders and Effects Cookbook - Second Edition

Book description

Advance your game development skills and master the art of crafting intricate and visually stunning materials using Unreal Engine 5's powerful Material Editor with the help of this illustrated guide

Key Features

  • 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

Book 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

Who this book is for

This comprehensive guide is designed for anyone who is passionate about rendering, real-time graphics, and creating visually stunning experiences with Unreal Engine. Whether you're a beginner or a seasoned professional, this book offers a gentle learning curve that takes you from the fundamentals of the rendering pipeline to the most advanced techniques in the field. With a wealth of information and expert guidance, you'll quickly become proficient in the art of material creation, regardless of your background knowledge.

Table of contents

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

  • Title: Unreal Engine 5 Shaders and Effects Cookbook - Second Edition
  • Author(s): Brais Brenlla Ramos
  • Release date: May 2023
  • Publisher(s): Packt Publishing
  • ISBN: 9781837633081