Update!

17/04/2021

Forward Rendering is now supported for 4.26+

Features:

  • Forest example map
  • 5 Radial Scan FX examples
  • Many material functions
  • Tool-tipped and ordered material settings
  •  Static switches to enable advanced effects
  •  Color gradients & gradient atlases
  • Texture projection settings
  • Directional scanning projection
  • Sobel outline effects
  • Stencil mask settings
  • Up to 4 layers of Radial FX in the master shader (can be expanded for more)
  • VR Compatible
  • Forward Rendering Supported (4.26+)

Number of Maps: 1

Number of Textures: 25

Number of Materials: 20

Number of Material Functions: 13

Number of Blueprints: 4

Number of Meshes: 7

Supported Platforms: Desktop, VR

Important/Additional Notes:

  • Works on mobile with Mobile HDR enabled. However, the sobel effect is not supported.
  • 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.
  • If you have bad performance in the example map, edit the level blueprint and remove the volumetric setting adjustment or disable volumetric lighting entirely, additionally, you can disable tessellation on the landscape material.

更新!

17/04/2021

现在4.26+支持正向渲染

特征:

  • 森林示例地图
  • 5径向扫描FX示例
  • 许多材质功能
  • 工具倾斜和有序的材料设置
  •  静态开关以启用高级效果
  •  颜色渐变和渐变地图集
  • 纹理投影设置
  • 定向扫描投影
  • 索贝尔轮廓效果
  • 模板蒙版设置
  • 在主着色器中多达4层径向FX(可以扩展更多)
  • VR兼容
  • 支持正向渲染(4.26+)

地图数量:1

纹理数量:25

材料数量:20

材质功能数量:13

蓝图数目:4

目数:7

支持的平台:桌面,VR

重要/附加注意事项:

  • 在移动设备上工作 移动HDR 启用。 但是,不支持sobel效果。
  • 森林资产源于 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。
  • 如果示例地图中的性能不佳,请编辑关卡蓝图并删除体积设置调整或完全禁用体积光照,此外,还可以在地形材质上禁用曲面细分。








Video Showcase

What is it?

Radial Scan FX is a highly customizable scanning ring shader, prepped and ready for easy integration into your game. With a few tweaks, you can create an entire game mechanic using just the shader.

The scan effect is projected onto the world using deferred decals, meaning you can layer many Radial Scans on top of each other at once without impacting performance.

Check out my other asset packs here!

As always I appreciate community feedback to help improve my asset packs. Thanks!

How do I spawn it?

Much like a particle effect, you can attach the BP_RadialScanComponent to any actor and fire the Spawn Radial Scan Effect function to begin the scan. Alternatively, you can drop in a BP_RadialScanActor and fire the Begin Radial Scan function. Be aware that the actor will die upon completion.

How do I customize it?

To customize the way it spawns, moves and dies: Adjust the settings on the scan component.

To customize the look of the scan effect: Adjust the material instance settings. The best way to learn the material is to drag the material instance into the level, this will create a decal. Scale it up to cover a large area, then adjust the Distance parameter to preview the scan effect at different distances. Change the parameters to see what they do. You can think of each “Layer” as a separate ring with it’s own settings, one layer could show the edge of the effect, while another layer creates the highlighted object effect.

How do I make it project on everything?

Make sure that Receives Decals is enabled on every mesh you want the effect to cast on.

How do I preview the examples?

Find the character pawn in the level, inside it’s components list you’ll find the BP_RadialScanComponent, click on that and swap out the material used, feel free to play around with the other settings to get an understanding of them.

I can’t see the highlights, help!

Make sure to set custom depth stencil settings to Enabled with Stencil, make sure the mesh you want highlighted has custom depth enabled in rendering settings and it’s stencil value matches the stencil value in the radial scan material instance. Remember, not all radial scans examples use the highlight effect, only examples 2 and 3.

短片展览

這是什麼啊?

径向扫描FX是一个高度可定制的扫描环着色器,准备和准备容易集成到您的游戏。 通过一些调整,您可以只使用着色器创建一个完整的游戏机制。

扫描效果使用延迟贴花投影到世界上,这意味着您可以同时将许多径向扫描叠加在一起,而不会影响性能。

看看我的其他资产包在这里!

一如既往,我感谢社区反馈,以帮助改善我的资产包。 谢谢!

我如何产生它?

很像粒子效果,你可以附加 BP_RadialScanComponent 对任何演员开枪 Spawn径向扫描效果 功能开始扫描。 或者,你也可以加入 BP_RadialScanActor 然后开火 开始径向扫描 函数。 请注意,演员将在完成后死亡。

如何自定义它?

自定义它产生、移动和死亡的方式: 调整扫描组件上的设置。

自定义扫描效果的外观: 调整材质实例设置。 学习材质的最佳方法是将材质实例拖入关卡,这将创建贴花。 将其放大以复盖大面积,然后调整 距离 参数来预览不同距离的扫描效果。 更改参数,看看他们做什么。 您可以将每个”图层”视为具有自己设置的单独环,一个图层可以显示效果的边缘,而另一个图层则创建突出显示的对象效果。

我如何让它投射到所有东西上?

确保 接收贴花 在您希望投射效果的每个网格上启用。

如何预览示例?

在关卡中找到角色典当,在它的组件列表中,你会发现 BP_RadialScanComponent, 点击它,换出使用的材料,随意玩其他设置,以了解他们。

看不到亮点,救命!

确保将自定义深度模板设置设置为 使用模板启用,确保您想要突出显示的网格体在渲染设置中启用了自定义深度,并且它的模板值与径向扫描材质实例中的模板值匹配。 请记住,并非所有径向扫描示例都使用高亮效果,只有示例2和3。

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