Materials & Shaders
On this page I cover the work I have done with materials, shaders and material blueprints.
This Lava material I created as a personal project. I plan to release it on the UE4 Marketplace.
The healing material function I created for Shell of the Cyber-Crawlers. It has parameters to make the effect start at the top, bottom, or middle.
The glitchy forcefield material is one of the first materials I created for Shell of the Cyber-Crawlers.
Multifunctional panning grid
This material is used in different ways in Shell of the Cyber-Crawlers. To allow for optimization, I created it in such a way that instances can vary greatly from eachother. This material is used in very different ways throughout the game.
When the beetles spawn in Shell of the Cyber-Crawlers, they are printed using a futuristic 3D printer.
Real-time generated normal map
The plasmatrail shader uses a randomly generated normal map, that is then randomly animated. On the Unreal forums users have said this was impossible to do, but I managed to find a way to do it anyway. More information about this soon.
Character master material with teamcolor & printing function
In Shell of the Cyber-Crawlers the player is able to choose their own character parts. These parts need to be able to look different depending on team color, and they need to be able to be 3D printed at the start of the match, and disintegrated when the player dies. To do this as efficiently as possible, I created a material function for the printing effect, and one master material for all character parts. All character parts have their own instance of this master material.