#realistic scope shader

1 messages · Page 1 of 1 (latest)

queen leaf
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Scope shader i made yesterday and finished today. Still pretty simple and early but thought id share, very happy with results so far. 3 Stage scope system, so support for variable optics (smooth zoom), a toggle zoom (predetermined zoom values you can toggle from), and a fixed (just a single non changeable zoom value). Very modular

This showcase is using the variable type, using a 1-6x (not sure if the math is true to scale yet but it feels close)

The showcase is pretty jank, in this project the player isnt setup nor is there a weapon, so i attached the scope to a boom arm to the player camera and added some lag. So the jumping or skipping you see when moving the camera is due to the spring arm.

And a simple rear glass material that fades in and out if you are aiming in or not, when not aiming it will hide the scope material and show the rear glass. Rear glass is a texture or color vector and displays a simple cubemap reflection on it.

https://www.youtube.com/watch?v=xzPF_awqe-M

next thing im fixing is the reticle, it was quickly thrown in. Which is why when zooming in it doesnt look too good lol

little pike
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look prfect !
Unreal engine 4.5?

spare vessel
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looks really good man2571_perfect_pepe

queen leaf
queen leaf
true cove
queen leaf
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there wasn't enough covering how to make something like this so i made it myself

im sure theres a lot of people out there who want something like this but dont know how to make it themselves, in fact i know it since ive received so many messages about it with a lot wanting to purchase it

true cove
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Do whatever you want. I'd rather built my own instead of buying a premade system.

queen leaf