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Unreal Engine 4 Shaders and Effects Cookbook电子书

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23人正在读 | 0人评论 6.2

作       者:Brais Brenlla Ramos

出  版  社:Packt Publishing

出版时间:2019-05-27

字       数:50.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Build optimized, efficient, and real-time applications that are production-ready using Unreal Engine's Material Editor Key Features * Create stunning visual effects for 3D games and high-quality graphics * Design efficient Shaders for mobile platforms without sacrificing their realism * Discover what goes into the structure of Shaders and why lighting works the way it does Book Description Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how! What you will learn * Master Unreal Engine's rendering pipeline for developing real-time graphics * Use physically based rendering (PBR) for building materials and lighting solutions * Build optimized materials for games targeting multiple platforms * Understand Unreal Engine's node and functions for creating desirable effects * Design and build production-ready shaders * Explore Unreal Engine's Material Editor for building complex materials and textures Who this book is for This book is for developers who want to create their first Shaders in Unreal Engine 4 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unreal is required to get the most from this book.
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About Packt

Why subscribe?

Packt.com

Contributors

About the authors

About the reviewer

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Getting ready

How to do it…

How it works…

There's more…

See also

Get in touch

Reviews

Physically Based Rendering

Introduction

Setting up a studio scene

Getting ready

How to do it...

How it works...

Working inside the material editor

Getting ready

How to do it...

How it works...

Our first physically based material

Getting ready

How to do it...

How it works...

Creating some simple glass with the translucent blend mode

Getting ready

How to do it...

How it works...

Lighting our scene with image-based lighting

Getting ready

How to do it...

How it works...

Checking the cost of our materials

Getting ready

How to do it...

How it works...

Post-Processing Effects

Introduction

Using a post-process volume

Getting ready

How to do it...

How it works...

See also

Changing the mood of a scene through color grading

Getting ready

How to do it...

How it works...

There's more...

See also

Setting up a cinematic shot using depth of field

Getting ready

How to do it...

How it works...

There's more...

See also

Applying cinematic effects to our games

Getting ready

How to do it...

How it works...

There's more...

See also

Mimicking a real-life camera using Bloom and Lens Flares

Getting ready

How to do it...

How it works...

There's more...

See also

A horror movie pulsating effect with post process materials

Getting ready

How to do it...

How it works...

There's more...

See also

Adjusting anti aliasing and other rendering features

Getting ready

How to do it...

How it works...

There's more...

See also

Opaque Materials and Texture Mapping

Introduction

Using masks within a material

Getting ready

How to do it...

How it works...

There's more...

See also

Instancing a material

Getting ready

How to do it...

How it works...

There's more...

See also

Texturing a small prop

Getting ready

How to do it...

How it works...

There's more...

See also

A plastic cloth using Fresnel and detail texturing

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a semi procedural material

Getting ready

How to do it...

How it works...

There's more...

See also

Baking out a material

Getting ready

How to do it...

How it works...

There's more...

See also

Distance-based texture blending

Getting ready

How to do it...

How it works...

There's more...

See also

Translucent Materials and More

Introduction

Creating a candle material with SSS

Getting ready

How to do it...

How it works...

There's more...

See also

Setting up a truly transparent glass

Getting ready

How to do it...

How it works...

There's more...

See also

A different type of translucency – holograms

Getting ready

How to do it...

How it works...

There's more...

See also

Achieving realistic reflections

Getting ready

How to do it...

How it works...

There's more...

See also

Mastering refraction by creating a pool water material

Getting ready

How to do it...

How it works...

There's more...

See also

Water caustics

Getting ready

How to do it...

How it works...

There's more...

See also

Animating a sea shader

Getting ready

How to do it...

How it works...

There's more...

See also

Beyond Traditional Material Uses

Introduction

Using an emissive material to light the scene

Getting ready

How to do it...

How it works...

There's more...

See also

Playing a video from the internet on a screen

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a CCTV camera feed

Getting ready

How to do it...

How it works...

There's more...

See also

Highlighting interactive elements within our game

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a game compass

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a mini map

Getting ready

How to do it...

How it works...

There's more...

See also

Advanced Material Techniques

Introduction

Painting a mesh with vertex painting

Getting ready

How to do it...

How it works...

There's more...

See also

Using decals to add granularity to our scenes

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a brick wall with Parallax Occlusion Mapping

Getting ready

How to do it...

How it works...

There's more...

See also

A brick wall using displacement

Getting ready

How to do it...

How it works...

There's more...

See also

Proximity-based masking with mesh distance fields

Getting ready

How to do it...

How it works...

There's more...

See also

Using Material Instances

Introduction

Creating snow on top of objects using layered materials

Getting ready...

How to do it...

How it works...

Changing from a sunny scene to a snowy one through parameter collection

Getting ready...

How to do it...

How it works...

Changing between seasons quickly with curve atlases

Getting ready...

How to do it...

How it works...

Blending landscape materials

Getting ready...

How to do it...

How it works...

Customizing UVs

Getting ready...

How to do it...

How it works...

Mobile Shaders and Material Optimization

Introduction

Creating materials for mobile platforms

Getting ready...

How to do it...

How it works...

There's more...

See also...

Using the forward shading renderer for VR

Getting ready...

How to do it...

How it works...

See also...

Optimizing through texture atlases

Getting ready...

How to do it...

How it works...

Baking a 3D model material into a texture

Getting ready...

How to do it...

How it works...

Combining multiple meshes with the HLOD tool

Getting ready...

How to do it...

How it works...

General material-optimization techniques

Getting ready...

How to do it...

How it works...

Some Extra Useful Nodes

Introduction

Adding randomness to identical models

Getting ready

How to do it...

How it works...

There's more...

See also

Adding dirt to occluded areas

Getting ready

How to do it...

How it works...

There's more...

See also

Matching texture coordinates across multiple meshes

Getting ready

How to do it...

How it works...

There's more...

See also

Adjusting material complexity through quality switches

Getting ready

How to do it...

How it works...

There's more...

See also

Using interior cubemaps to texture the interior of a building

Getting ready

How to do it...

How it works...

There's more...

See also

Using fully procedural noise patterns

Getting ready

How to do it...

How it works...

There's more...

See also

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