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Unreal Engine 4 Shaders and Effects Cookbook

You're reading from   Unreal Engine 4 Shaders and Effects Cookbook Over 70 recipes for mastering post-processing effects and advanced shading techniques

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789538540
Length 524 pages
Edition 1st Edition
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Authors (2):
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Brais Brenlla Ramos Brais Brenlla Ramos
Author Profile Icon Brais Brenlla Ramos
Brais Brenlla Ramos
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (11) Chapters Close

Preface 1. Physically Based Rendering FREE CHAPTER 2. Post-Processing Effects 3. Opaque Materials and Texture Mapping 4. Translucent Materials and More 5. Beyond Traditional Material Uses 6. Advanced Material Techniques 7. Using Material Instances 8. Mobile Shaders and Material Optimization 9. Some Extra Useful Nodes 10. Other Books You May Enjoy

What this book covers

Chapter 1, Physically Based Rendering, starts off this book by going over the fundamental rendering concepts that Unreal relies on, as well as introducing us to the material editor.

Chapter 2, Post-Processing Effects, introduces the user to the powerful concept of post-processing in Unreal and explains the different effects that can be achieved through it. 

Chapter 3, Opaque Materials and Texture Mapping, goes into detail about one of the most common type of materials in Unreal and the different uses that it has.

Chapter 4, Translucent Materials and More, covers one of the most exciting type of materials, the translucent ones, as well as many others, including subsurface and emissive materials.

Chapter 5, Beyond Traditional Material Uses, goes over different uses that materials can have beyond simply being applied to 3D models, including light functions, UI elements, and displaying videos.

Chapter 6, Advanced Material Techniques, talks about some of the most high-end effects that can be created within the material editor by using advanced techniques, such as parallax occlusion mapping and mesh distance fields.

Chapter 7, Using Material Instances, discusses how to use the concept of instancing to quickly make tweaks to a material instance, layer different shaders on top of each other, and affect multiple material settings at once.

Chapter 8, Mobile Shaders and Material Optimization, goes over various ways to optimize your materials to make them more performant on different hardware where efficiency is important, such as on mobile devices or when working in virtual reality.

Chapter 9, Some Extra Useful Nodes, focuses on some of the most useful nodes we can find within Unreal that don't really belong to a collective category of their own.

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