Unreal Shader: Vegetation

所在平台: Udemy

课程主页: https://www.udemy.com/course/unreal-shader-vegetation/

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课程简介

Unreal Shader: Vegetation 课程内容总结 本课程将手把手教你从零开始创建一套精细的植被着色器。着色器对于植被模型的表现至关重要,本课程将深入解析每个属性的极致运用。 ### 你将学到: * **基础颜色与自定义功能:** 实现饱和度、亮度、对比度和色调的控制。 * **不透明蒙版(Alpha):** 优化模型细节,实现最佳的切割效果。 * **法线贴图:** 提升模型细节表现,并可控其强度。 * **高光与菲涅尔效应:** 控制光线在模型上的反射,并聚焦于光源方向。 * **粗糙度控制:** 模拟模型从干燥到潮湿的不同质感。 * **自发光:** 在暗光环境下增加模型亮度。 * **次表面散射:** 实现光线穿透模型的效果,提升植被的真实感,并可独立控制其颜色和强度。 * **树干特性:** 针对树干模型自动禁用不适用的选项(如次表面散射)。 * **Speedtree Billboard:** 为 Speedtree 模型创建自定义功能,通过复选框激活。 * **非 Speedtree 资产的高级风效果:** 为非 Speedtree 资产实现高级风模拟。 * **Speedtree .st 格式的风:** 实现 Speedtree .st 格式的风效果。 * **运行时虚拟纹理(Runtime Virtual Texture)与混合功能:** 实现地形与植被之间的完美过渡。 **重要提示:** 本课程基于 Unreal Engine 5.2 版本创建,强烈建议使用相同版本以避免潜在错误。 **版权声明:** 课程内容仅限个人使用,禁止分享、销售或在任何平台免费提供。

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课程详情

During this course I will show you, step by step, how to create a vegetation shader from scratch.More than any other model type the most important thing for vegetation is the shader. That's why we will see how to get the most out of every attribute used.What I will learn?We will start with the base color and a custom function allowing saturation, brightness, contrast and tint control.To get the best cut from each model, we will see how to use the opacity mask, also known as "Alpha".Because it's the one that brings out all the details, we will add the normal map and a parameter to control its intensity.As important as the normal one, the Specular is the one that will bounce the light on your models. We will see how to combine it with fresnel to concentrate the bounce in the light direction.It also controls roughness, which determines whether your model is dry or very wet.For dark environments, a parameter to control the emissive is always useful.Beyond all the other attributes, subsurface is what will make your vegetation more realistic by allowing light to pass through your models. We will see how to implement it, with the ability to control its color and intensity independently.Once the foliage options are in place, we will see how to add the required trunk features, which will automatically deactivate unnecessary options on this model type, such as subsurface.For Speedtree only, we will see how to get the best out of billboards by implementing a custom function that can be activated with a simple checkbox.Because not everyone uses Speedtree, we will see how to create an advanced wind for non-Speedtree assets. Of course, Speedtree wind will also be implemented, but only for.st format.And finally, because it's an option that can change everything, we will see how to make the perfect transition between the terrain and the foliage thanks to Runtime Virtual Texture and a Blending function.Important note: This course was created in version 5.2 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.About copyrights:All you can find in this course are for personal usage only. You cannot share it, sell it or make it available for free on any platform.

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