Disney’s Dr. Facilier shadow effect in Unreal Engine 4

This weekend I stumbled upon a reddit post about Dr. Facilier’s interesting shadow in The Princess and the Frog and it inspired me to experiment with Forward shading in Unreal Engine 4 to re-create a similar effect in real-time shading. OP pointed out that The Shadow Man’s shadow changes the wallpaper his shadow is cast […]

Multi-color Outline Post Process in Unreal Engine 4

With some of the recent changes to Unreal Engine 4, rendering multi-color outlines is now possible! This is done through the use of Custom Stencil, a new buffer similar to Custom Depth – but allowing meshes to render as integer values. This provides us with a 1-255 range of indices that can be used to […]

Circular Progress Bar for UMG

We recently added a new locking feature to Switch for which we needed to have progress feedback. For this I built a circular progress bar in UMG. I’m giving away the material to use in your own projects. The download link is at the bottom. If you wish to learn more about the effect, keep reading […]

Recreating Dirty Bomb’s Health Station FX

Dirty Bomb is a first person shooter currently in open beta. I’ve been playing it for a bit and am really enjoying the game. As usual some of the effects caught my eye and got me thinking how they built these exact shaders. In particular the pulse effect from the Health Station by one of […]

Distance Fields in Unreal Engine

Unreal Engine leverages the power of Signed Distance Fields for Ambient Occlusion and more recently added Ray Traced Distance Field Soft Shadows. I will briefly discuss and demonstrate both effects as a result of some early research to consider using these techniques for our game. Since the core of Switch’s design hinges on fully dynamic […]

[Tutorial] Gradient Fresnel Shading for Cinematic Lighting in Unreal 4

Background During the Unreal 4 Beta I experimented a lot with materials, one of these experiments was inspired by Star Wars: The Old Republic’s cinematic character lighting presentation. I wondered how their ambient fresnel shading could be replicated in Unreal 4 and ended up with something that closely resembles the original shading results. After several […]

Custom Depth in Unreal Engine 4

Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It’s called “Custom Depth” and can be used for effects like the selection outline that is built-in the Editor, rendering of occluded meshes or custom culling of transparency. I will discuss some of the basics of using this buffer in the material editor […]

Updated Mockup material for Unreal 4

A while back I posted about a mockup material that would auto-UV and pick a color based on the vertex normal. Today I’ve updated this material to include some of the WorldGridMaterial features that come built-in with Unreal 4. What this adds is a checkerbox with camera distance dependent subdivision. The color now Lerps between wall […]

Auto-UV & Color Block-out Material [Download Available]

To assist in rapid prototyping I’ve created a material that automatically aligns UVs based on world position and applies Color based on surface normal. Download: UE4_AutoAlignedMockupMaterial_v1 (22/05/2014) A download to the updated version of this material is available down below: More info on the update How does it work? The material consists of two main components. The first […]