I'm not feeling well today, but I have a rule, every day I learn something new in Unreal Engine, so I played with the materials, this is a forest for me, in which I get lost very quickly, but the topic is interesting. My goal is to make energy weapon like in the series Beacon 23
Ok, overcome my laziness, I make a simple material for a very simple liquid in a container. These are two cylinder objects, on one is the glass material, on the other is what I made as a liquid
Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5
I did this while I was breaking apart the lines in the original material into their own segment of the shader, so I could enable/disable them however I like.
✨ I made a thing. ✨
A #shader simulating rolling shutter and motion blur on a spinning propeller.
(Using a model swap with a disk and rotating a smeared texture using the screen space Y comnponent and speed.) #godot#gameDev
On mobile GPU, Is it sufficient to use an if branch to skip unnecessary discard? Or should I be extra safe and use a shader variant? If I use a branch, is passing a uniform at runtime ok?
Been tweaking my lens-flare again for the past few days and now reaching a point where I want to try some kind of anamorphic bloom.
Right now I went with a hack where I modify one of the downsample texture when it is fed for the upsample pass. It is giving me a rough idea of what to expect, but it's not good enough yet (not sharp enough, and some flickering issue to manage still).
Will likely need to do a proper downsample/upsample process too.
This week I continued with my fog stuff and added local volumes of analytical fog.
It's going to be quite useful to make moody effects in scenes.
So far I got Sphere and Box shape working, but I'm thinking about doing cones (for spotlights) and maybe cylinders (for dirty liquids container or holograms).