Home Unreal Engine

Generic Material For Procedural & Modular Workflows

caner_ozdemir
polycounter lvl 9
Offline / Send Message
caner_ozdemir polycounter lvl 9
UE4 Generic Material For Procedural & Modular Workflows
Current Version: 1.5.1

Generic shader for usage on mostly procedural & modular workflows.
Designed to demonstrate popular general processes and stages.
Almost every single varible has a bool so it only calculates what is used.
It has generic processes like intensity, contrast, opacity, saturation, tile, power, invert, min/max, hue... for almost every texture.
It also has generic features like rotating or panning textures randomly based on coordinate of objects or open/close emissive animations, unmirroring normals.....
Just create an instance and enjoy...

Note: It doesnt work before 4.7.x versions.

[ame]https://www.youtube.com/watch?v=KVbAxg86n6E[/ame]

If you have any questions feel free to ask.
https://www.mediafire.com/?ju80q44qx1isfnb

_________INSTALLATION_________

Copy library folder into your Content folder
The path would be something like
C:\Users\*User*\Documents\Unreal Projects\*MyProject*\Content\Library

_________UPDATE_________

Back-up your project in case of any failure.
Dont save any custom assets into 'Library' folder structure including Material Instances.
Create a blank project and place the new Library folder there.
Delete the old Library folder from current project and transfer the new one by migrating 'General' material from your blank project.
All parameters will be transferred. But depending on update contents, some parameters may act different between the old and new versions. So follow change logs.

_________STAGES_________

Base: Parameters applied for all textures. Specific parameters override base parameters. (For ex; ColorUVRotation overrides and discards BaseUVRotation for Color layer)
Color (R or RGB): Simple and pure color values of base pixels without any external effects.
Occlusion.Base (R): Occlusion and/or cavity and/or micro shadow values caused by mesh. Used with 2nd UV channel. Second UV channel must contain the same UV info with the lightmap UV channel but can have much less padding between clusters to be more efficient.
Occlusion.Detail (R): Occlusion and/or cavity and/or micro shadow values caused by normal maps and/or parallax.
Layer.Base (RGBA): Simple and pure color values of layer pixels without any external effects. The alpha channel must have tranparency values that contains info on which parts of layer pixels will be applied top on Color pixels.
Layer.Filter (R): Color values of another alpha channel top on the current alpha channel within Layer.Base. It simulates the deformation on layer.
CubeMap.Base (RGB): Color values of standart cubemap texture.
CubeMap.Fake (R or RGB): Color values of a seamless texture applied all 6 different sides of a cube and acts like a cubemap.
CubeMap.Vector (RGB): Color values and/or parameters that affects the calculation and manipulation of CubeMap.Base and/or CubeMap.Fake.
CubeMap.Filter (R): Color values of transparency that contains info on which parts of pixels will be applied within CubeMap.Base and/or CubeMap.Fake.
Dirt (R): Color values of dirt corruption. Darker pixels are interpolated into dirt color while brighter pixels are interpolated into original values.
Washout (R): Color values of washout corruption. Brighter pixels are interpolated into washout color while darker pixels are interpolated into original values.
Emissive.Base (R): Color values of the input represents emissive behaviour on materials.
Emissive.Filter (R): Color values of transparency that contains info on which parts of pixels will be applied within Emissive.Base.
Emissive Animation: Parameters of simple on/off animation within Emissive.Base.
Metallic (R): Color values of the input represents metallic behaviour on materials.
Specular (R): Color values of the input represents specular behaviour on materials.
Roughness (R): Color values of the input represents roughness behaviour on materials.
Opacity.Base (R): Color values of the input represents opacity and/or opacity mask on translucent and/or masked materials.
Opacity.Fresnel: Parameters of fresnel effect within Opacity.Base.
Opacity.Refraction: Parameters of refraction effect within Opacity.Base.
Normal.Base (RG): Color values that represents a normal map that is on first stage.
Normal.DetailA (RG): Color values that represents a normal map that is on second stage.
Normal.DetailB (RG): Color values that represents a normal map that is on third stage.
Normal.DetailC (RG): Color values that represents a normal map that is on fourth stage. Used with 2nd UV channel. Second UV channel must contain the same UV info with the lightmap UV channel but can have much less padding between clusters to be more efficient.
Height (R): Color values applies for iterative parallax algorithm.

_________SOME GENERAL PROCESSES_________

Contrast: Cheap contrast based on gray interpolation.
Intensity: Set overal brightness.
Invert_1: Invert before manipulation.
Invert_2: Invert after manipulation.
Min/Max: Clamp values to min/max before manipulation.
MipLevel: Set constant MipMap Level.
Opacity_1: Interpolate values to OpacityColor. Can be overloaded to get cheap power effect.
Opacity_2: Second opacity channel in case of overloaded opacity_1.
Power: Increase/decrease strenght and adjacent affection of dark pixels.
UV3rd: Uses channel 3 instead of default 0 for custom situations.
UVOffset: Pan UV coordinates.
UVRotation: Rotate UV coordinates.
UVTile: Tile UV coordinates.
Gradient: Interpolate grayscale values to color.

Boost: Same with intensity but without clamping and applied at the end of manipulation. (Only for Emissive and Specular).

NormalIntensity: Set NormalMap RG contrast.
NormalUnMirror: UnMirror/Mirror tiling NormalMap.

Hue: Change hue angle on color values.
Desaturation: Saturate or desaturate on color values.

Random: Parameter will be assigned based on coordianate of object.
Sign In or Register to comment.