#Experimental In engine texturing shader

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fleet sun
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With TheFinals being 17.5GB in file size during the release of the beta. I was amazed by the texture detail embard managed to pull off with such a small game size. I wondered how the texturing was handled in the game hence I challenged myself to create a shader in UE5 that supports high-detail texturing while keeping Texture memory low. Utilizing only an ID map, Baked maps, and procedural textures and noises of 1k-2k size, I managed to create highly detailed materials with quick and real-time iteration in-engine. For this instance, I used the UV1 for a general bake and the UV2 for small details like text and small insets but the shader supports UV channel use up to 3. The shader only needs a baked normal map and OcclusionCurvature map to work properly. in total the bakes count up to 6.5MB of textures. The rest is all handled in the shader using tileable textures and grime, all re-useable project-wide.

I have learned in this project relatively harsly that all the exposed paramaters definetly to contribute to escalating shader complexity, for my next projects i will definetly keep shader optimization in mind

(Flashbang model high and low poly provided by ChamferZone Inc.)

Please check out the project here:

https://www.artstation.com/artwork/5WYbrz

ArtStation

A showcase of a complete texturing process using my experimental shader for Unreal Engine 5.

the flashbang model is courtesy of Chamfer zone

kindred python
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wow, the material graph looks like your worst nightmare

fleet sun