Tag Archives: UE4

[UE4] Adding a custom shading model (Final)

CustomShadingInstance-1

Material instance of the material we are going to make

For the final part of this guide I will write about the few things I added to the material and my approach to do outlines which take in account the base color.
This part is optional you already have everything you need.
If you are still interested continue reading this part will have more pictures in it. :>

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[UE4] Adding a custom shading model (Part II)

This is the second part of the shading model implementation. In this part we are going to edit a few shader files. Unreal shader files end with a .usf but if you are familiar with hlsl you shouldn’t have any problems. You should also at least understand what deferred rendering means. If you are unfamiliar with that subject take a look at Wikipedia. As this part is mostly about coding there won’t be many pictures. Sorry about that. :<

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[UE4] Adding a custom shading model (Part I)

CustomShadingHeader-1

This was written in February 2016 which means it was written for an old version of the Unreal Engine.
There were a few changes with the newer versions so this is not up to date (mostly changes in which lines the code can be found)
In the comment section of the second part someone mentioned a few useful hints for changes to the 4.14 version so be sure to give that a look if something isn’t working as expected.

For my first three posts I want to write about how to add a custom shading model for the Material-Editor of the Unreal Engine 4. This is something that isn’t very well documented and quite a few people on the forums were struggling with it so I would like to share my results so far.

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