UnrealEngineSnowy Rock Shader2022-11

Implemented with Triplanar Projection and Normals Orientation in Unreal Engine
ShaderMaterialUnreal Engine
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Implementation

  • 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.