Snowy Rock Shader2022-11
Implemented with Triplanar Projection and Normals Orientation in Unreal EngineImplementation
- Modeling a Canyon and Rocks in Blender.
- Importing FBX Static Meshes in Unreal Engine.
- Setting up the Scene in Unreal Engine.
- Directional Light, Exponential Height Fog, Sky Atmosphere and Sky Light.
- Post Processing Volume to tweak down the Auto Exposure limits.
- Implementing a basic material using Base Color, Roughness, Normal, Displacement and Ambient Occlusion.
- Triplanar Projection using two channels at a time from the current Vertex Normal.
- Blending Triplanar Projections by masking with the Absolute Magnitude of the corresponding Normal Coordinate.
- Material Function to extract the Sub Graph for the Triplanar Projection, to reuse in the rest of the textures of the Material.
- Material Instances to have different instances of Rocks, using the same base Material.
- Subsurface Scattering Material for the Snow.
- Using the Make Material Attributes Node to output whole Material attributes from the Material Functions for Rock and Snow.
- Masking the Snow using a Texture and Normal Orientation, to just render snow on the top of the meshes.
- Height Lerp to make the mask more natural.
- Blend Material Attributes to blend whole material attributes given the current mask value between Rock and Snow.