Abstract
We’re going to look at how to apply what we’ve learned to projects built with the Unreal Engine (UE4). One of the hallmarks of UE4 is the quality of the tools it provides for authoring in-engine content. Nowhere is this more evident than UE4’s material editor, which is one of the best visual material creation tools on the market today. This chapter is going to dive head first into using this tool. Like the previous chapter, it assumes that you already know enough about UE4 to get an object on screen and apply a material to it. If you haven’t gotten that far, there are lots of excellent resources online, and I recommend checking out a few to get your feet wet before returning to this chapter.
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© 2019 Kyle Halladay
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Halladay, K. (2019). Writing Shaders in UE4. In: Practical Shader Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4457-9_17
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DOI: https://doi.org/10.1007/978-1-4842-4457-9_17
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4456-2
Online ISBN: 978-1-4842-4457-9
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