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
Roughness Controls
TriPlanar Controls
In Environment Display
Final Renders
Full YouTube Demonstration Video with Audio