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Unreal Engine 4 Shaders and Effects Cookbook
UnrealEngine4isapowerfulgameengine,onewhichhasseenarecentboostinwidespreadadoptionthankstoitseaseofuseandthepowerfulrenderingpipelinethatitpacks.Seeingashowit'srelativelyeasytocreatestunningpresentationsandvisuals,Unrealhasquicklybecomeastrongcontenderinindustrieswherethiskindofsoftwarehadbeenpreviouslydeniedentry.Withthatinmind,thisbookaimstohelpyougetthemostoutofUnrealEngine4-fromcreatingawe-inspiringgraphicstodeliveringoptimizedexperiencestoyourusers.Thisispossiblethankstoamixtureofhands-onexperiencewithrealmaterialsandthetheorybehindthem.Youwillimmediatelyknowhowtocreatethatmaterialthatyouwanttodisplay,andyou'llalsoendupwiththeknowledgethatwillletyouknowhowtocontrolit.Allofthiswillbedonewithoutlosingsightoftwokeycomponentsofanyreal-timeapplication-optimization,andefficiency.Thematerialsthatyoucreatewillbelightandefficient,andtheywillvarydependingonyourtargetplatform.You'llknowwhichtechniquescanbeusedinanykindofdeviceandwhichonesshouldbekepttohigh-endmachines,givingyoutheconfidencetotackleanymaterial-relatedtaskthatyoucanimagine.Hoponboardanddiscoverhow!
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品牌:中圖公司
上架時間:2021-06-24 12:16:53
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Leave a review - let other readers know what you think 更新時間:2021-06-24 14:13:10
- Other Books You May Enjoy
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using fully procedural noise patterns
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using interior cubemaps to texture the interior of a building
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Adjusting material complexity through quality switches
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Matching texture coordinates across multiple meshes
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Adding dirt to occluded areas
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Adding randomness to identical models
- Introduction
- Some Extra Useful Nodes
- How it works...
- How to do it...
- Getting ready...
- General material-optimization techniques
- How it works...
- How to do it...
- Getting ready...
- Combining multiple meshes with the HLOD tool
- How it works...
- How to do it...
- Getting ready...
- Baking a 3D model material into a texture
- How it works...
- How to do it...
- Getting ready...
- Optimizing through texture atlases
- See also...
- How it works...
- How to do it...
- Getting ready...
- Using the forward shading renderer for VR
- See also...
- There's more...
- How it works...
- How to do it...
- Getting ready...
- Creating materials for mobile platforms
- Introduction
- Mobile Shaders and Material Optimization
- How it works...
- How to do it...
- Getting ready...
- Customizing UVs
- How it works...
- How to do it...
- Getting ready...
- Blending landscape materials
- How it works...
- How to do it...
- Getting ready...
- Changing between seasons quickly with curve atlases
- How it works...
- How to do it...
- Getting ready...
- Changing from a sunny scene to a snowy one through parameter collection
- How it works...
- How to do it...
- Getting ready...
- Creating snow on top of objects using layered materials
- Introduction
- Using Material Instances
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Proximity-based masking with mesh distance fields
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- A brick wall using displacement
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a brick wall with Parallax Occlusion Mapping
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using decals to add granularity to our scenes
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Painting a mesh with vertex painting
- Introduction
- Advanced Material Techniques
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a mini map
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a game compass
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Highlighting interactive elements within our game
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a CCTV camera feed
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Playing a video from the internet on a screen
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using an emissive material to light the scene
- Introduction
- Beyond Traditional Material Uses
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Animating a sea shader
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Water caustics
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Mastering refraction by creating a pool water material
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Achieving realistic reflections
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- A different type of translucency – holograms
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Setting up a truly transparent glass
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a candle material with SSS
- Introduction
- Translucent Materials and More
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Distance-based texture blending
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Baking out a material
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Creating a semi procedural material
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- A plastic cloth using Fresnel and detail texturing
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Texturing a small prop
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Instancing a material
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Using masks within a material
- Introduction
- Opaque Materials and Texture Mapping
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Adjusting anti aliasing and other rendering features
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- A horror movie pulsating effect with post process materials
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Mimicking a real-life camera using Bloom and Lens Flares
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Applying cinematic effects to our games
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Setting up a cinematic shot using depth of field
- See also
- There's more...
- How it works...
- How to do it...
- Getting ready
- Changing the mood of a scene through color grading
- See also
- How it works...
- How to do it...
- Getting ready
- Using a post-process volume
- Introduction
- Post-Processing Effects
- How it works...
- How to do it...
- Getting ready
- Checking the cost of our materials
- How it works...
- How to do it...
- Getting ready
- Lighting our scene with image-based lighting
- How it works...
- How to do it...
- Getting ready
- Creating some simple glass with the translucent blend mode
- How it works...
- How to do it...
- Getting ready
- Our first physically based material
- How it works...
- How to do it...
- Getting ready
- Working inside the material editor
- How it works...
- How to do it...
- Getting ready
- Setting up a studio scene
- Introduction
- Physically Based Rendering
- Reviews
- Get in touch
- See also
- There's more…
- How it works…
- How to do it…
- Getting ready
- Conventions used
- Download the color images
- Download the example code files
- To get the most out of this book
- What this book covers
- Who this book is for
- Preface
- Packt is searching for authors like you
- About the reviewer
- About the authors
- Contributors
- Packt.com
- Why subscribe?
- About Packt
- Unreal Engine 4 Shaders and Effects Cookbook
- Copyright and Credits
- Title Page
- coverpage
- coverpage
- Title Page
- Copyright and Credits
- Unreal Engine 4 Shaders and Effects Cookbook
- 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
- Other Books You May Enjoy
- Leave a review - let other readers know what you think 更新時間:2021-06-24 14:13:10