WL-Shader v1.3 
UDK July 2012

Download
You need UDK July 2012 and DirectX11(recommend).

Not for Game?
This shader has many functions and is not thinking performance as important. Therefore, the good performance for a game will not be obtained.
If you want capture movie, check this document. http://udn.epicgames.com/Three/MovieCapture.html

Import setting of Normal Texture
WL-Shader recommend BC5 format of NormalTexture. You can use default compress. However, material instance need to build.

Free
You can modify this, and copy it for your project.


 

Contents

 

Materials ("basic" group)

   Phong / Phong2Side

   Brick

   Cloth

   Crome

   Eyeglass 

   Hair / HairMask

   LeafTrunk

   Plaster

   POM / POM_Decal

   SeaWater

   Skin

   Sky

   TransparentGlass

   Other Functions

 

PostProcess ("post" group)

 

 

Phong / Phong2Side

Standard material. Theae are the following functions like other materials. Texture of Diffuse, Specular can blend a color(brightness), adjustment contrast. Normal map can change the strength and add the second normal texture for detail.

Most textures can change size of the tiling.


click

 

Brick


Use 2 set of Diffuse, Specular, Normal texture by mask texture. We can make the brick of wall with various arrangement.
Normal is generated from mask texture, and able to change height. bias.

 

 

Cloth


We can use 3 functions for some kind of cloth.

*Fuzzy

*Minnaert

*OrenNayar

 

 

Crome


*Metal
Basic metal shader.

*Nukei
Blend other color in camera vector.

*SpecularNoise
For pearl coating like the car body.

 

 

Eyeglass 



 

 

Hair / HairMask


*HighLightOffset
Add randomize to highlight for straight hair texture.

 

 

LeafTrunk


*Wind vertex shader

You can animate leaf and branch by WindDirectionSource(in Actor Classes). You need to add vertex color to swaying leaf and branch.

Make 3 vertex color and blend all by "add".

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
>red channel is used for the stiffness of leaves' edges, the green channel for per-leaf phase variation, and the blue channel for the overall stiffness of the leaves.

 

This vertex shader is made by Francesco.
http://www.minifloppy.it/tutorials/7/udk-wind-vertex-shader

 

*Transmission
You can choice green channel or mask texture for strength

 

 

Plaster


*Blinn Specular

*Reflection
Use Capture 2D Texture.

*Dirt
Blend other texture with world UV.

*VertexBlend
Use 2 set of Diffuse, Specular, Normal texture by vertex color white and red with Mesh Paint Mode.
Normal map was generate by blending and you can change height and bias of normal map.

 

 

POM / POM_Decal


Parallax Occlusion Mapping

POM_Decal

 

 

SeaWater


Using animated displacement map. This material have many parameter. Please check sample map for detail.

Sample map

 

 

Skin


SSS(Screen Space Subsurface Scattering)

Transmission

Tessellation like the subdivision surface(PNTriangles). Multiply is controlled by single parameter and distance from camera(view).

 

 

Sky


Use sphere mesh"Sky Sphere" as InterpActor(not staticmesh) from "blank mesh" group, and sun light is DiminantDirectionalLight(in Actor Classes).


 

 

TransparentGlass


 

*Soft Opacity + *Cube map

 

 

Other Functions


*Snow

  Snow Blend Dirt Fresnel Reflection SSS Fuzzy CubeMap Transmission Blinn
Phong            
Brick                
Cloth              
Crome              
EyeGlass                  
Hair                  
Skin          
Plaster          
LeafTrunk              
TransparentGlass              
SeaWater              
POM                  
Sky                  

 

 

PostProcess


ALF(anamorphic lensflare)

 

ChromaBlur

 

Vignet