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Material Exploration for Unreal 5.6.1

This was made for Realtime Graphics and Shaders Techniques, as part of Term 1 of the MSc Tech Art and VFX program at Abertay University. It displays the techniques and functionality of the developed shader as well as final renders of the test meshes. The inspiration for this material came from Magic The Gathering's "In the End" video. I wanted to create a shader that created magic/corruption noise without the trouble of simulations and procedural generation.

This shader was created by using an in built noise map in Unreal Engine 5.6.1 which was then masked onto the target mesh (a statue in this case), and then pushed through a color and height blend over the original material. The original material is also a parameter and can be adjusted by user preference. The glow is set to a user controlled time value and can be amplified through a scale function. A custom triplanar projection method is also used in order to adjust UVs.

Further work on this shader includes trying to implement a parallax occlusion method and improving the complexity optimization of it.

Render Test

Fab asset used for statue creation

Color Control Demonstration

Expanded View

Graph Overview and Display

Material Parameters Overview

Noise Control Demonstration

Material on Mesh Test

Material on Mesh Test

Roughness Controls

TriPlanar Controls

In Environment Display

Statue Material Close Up

Statue Material Close Up

Final Renders

Full YouTube Demonstration Video with Audio