
Here, we will focus on the UDK and see some shaders and developed facts about this great kit!
SHADERS:
shaders >>
And subsequently creating a MaterialInstanceConstant (MIC), I just have to find the parent shader that interests me and modify my configurable values for MIC. This prevents me from having a bunch of different shaders loaded each containing many of the same instructions.
Click on the picture to enlarge, or simply download it :)
This is the base material, applicable to any basic object of the environment. Through some switchs, I have the opportunity to enable specific options like the emissive, opacity, detail for normal, the cubemap etc ...
Background 02 - Tesselation (BG2Tess):
This shader is a little more advanced than the BG1, it's allow me to mix two textures together on a single item using a texture height (here, called Depth) and can get a pretty convincing mix. This is the version with the tessellation (DX11) But I also have the BG2simple (without tesselation) version which remains substantially the same.
Background 03 - Tesselation (BG3Tess):
Like the BG2Tess, it allows you to mix multiple textures together. Not a couple of textures this time, but three textures! A little heavy (knowing there are a tessellation in more) I use it especially for large surface like soil.
Material Ice (M_Ice):
Planned for the DX9 (without SSD) This is a shader for a ground of ice. With transparency, it fetches the pixel behind it and change his color to give a beautiful color (configurable). A texture comes mask the deeper areas. It is based on the proximity of surrounding assets. In addition I use a real-time reflection for more effects! And texture that can be painted in vertex paint to add the extra snow on the edges.
It is fully customizable, using it as a parent in MIC, can change his color, texture, "power" of transparency, and thus, create additional materials.
Material Water (M_Water):
A shader of water, a little on the same principle as M_Ice, which uses the proximity of objects and adjustable to different colors (one for depth and one for edges). I also added a foam texture that can be painted in vertex paint. I also made a M_WaterFlow version where you can paint paint vertex direction of water flow, also varying the intensity.
Samples:
Some practical examples, the applied textures are not necessarily the final versions, but the principle is there :)
BG2:
M_Water:
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