Features:
- Forest Example Map
- Color curve presets
- Example material instances
- Example of an actor that can interact with the fog
- Height fog settings
- Tool-tips on all material settings
- Material functions
- VR Compatible
UPDATE #1
- Large environment support with new examples
- More settings & improved UX
- Full mobile support including example landscape
- Improved control over color blending (Existing color curves will need adjusting)
- Master material in materials folder
- Improved height fog
- Affected by wind settings
- Option to "Engulf" the camera in fog, similar to the in-built exponential height fog.
PRE UPDATE #2 – Learn how to make the fog volumetric!
Number of Meshes: 6
Number of Textures: 19
Number of Materials: 23
Number of Material Functions: 3
Number of Blueprints: 1
Number of Curves: 7
Supported Development & Target Platforms: Desktop, Mobile, VR
Important Notes: The forest assets originate from Soul: Cave by Epic Games but the materials and textures have been tweaked to look their best in the forest setting.
特征:
- 森林示例地图
- 颜色曲线预设
- 示例材质实例
- 可以与雾交互的actor示例
- 高度雾设置
- 所有材料设置的工具提示
- 材质函数
- VR兼容
更新#1
- 大型环境支持与新的例子
- 更多设置和改进的UX
- 完整的移动支持,包括示例景观
- 改进了对颜色混合的控制(现有的颜色曲线需要调整)
- 材料文件夹中的主材料
- 改善高度雾
- 受风设置影响
- 选项”吞没”相机在雾,类似于内置的指数高度雾。
网格数: 6
纹理数量: 19
材料数量: 23
材质函数数: 3
蓝图数目: 1
曲线数: 7
支持的开发和目标平台:桌面,移动,VR
重要事项:森林资产源自 灵魂:史诗游戏中的洞穴 但是材料和纹理已经被调整,在森林环境中看起来最好。
What is it?
Fog Gradients is a Post-Process effect that allows you to layer different colors over distances and directions.
It uses Color Curves which can be edited in real time, giving you the freedom to create the perfect look for your environment, whether it be stylized or realistic. All of the many settings use tool-tips, customize the shader to suit your project’s needs.
How do I use it?
It’s easy, here’s how to get started:
-
Create a Color Curve
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Add Color Curve to the T_FogGradients Curve Atlas
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Create a Material Instance from M_FogMaster
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Inside the new Material Instance, set the Atlas Row to the corresponding row in the Curve Atlas
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Add a post-process volume (Make sure you’re inside the volume)
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Add the Material Instance to the Post Process Materials Array
-
Edit the Color Curve and Material Instance to get the desired looks that fit your scene.
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這是什麼啊?
雾渐变是一种后处理效果,允许您在距离和方向上分层不同的颜色。
它使用 颜色曲线 它可以实时编辑,让您自由地为您的环境创造完美的外观,无论是 程式化或现实. 所有的 许多设置 使用方法 工具-提示, 自定义着色器以满足项目的需求。
我该如何使用它?
这很容易,下面是如何开始:
-
创建一个 颜色曲线
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添加 颜色曲线 致 T_FogGradients 曲线图集
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创建一个 材质实例 从 M_FogMaster
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新的内部 材质实例,设置 阿特拉斯行 到相应的行中的 曲线图集
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添加后处理卷(确保您在卷内)
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添加 材质实例 致 后期处理材料阵列
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编辑 颜色曲线 和 材质实例 以获得适合您的场景所需的外观。
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