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
Add Color Curve to the T_FogGradients Curve Atlas
Create a Material Instance from M_FogMaster
Inside the new Material Instance, set the Atlas Row to the corresponding row in the Curve Atlas
Add a post-process volume (Make sure you're inside the volume)
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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技术细节
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.
雾渐变是一种后期处理特效,可让您在不同距离和方向上叠加不同的颜色。
它使用可实时编辑的色彩曲线,让你可以自由地为你的环境创建完美的外观,无论是风格化的还是现实的。所有设置均使用工具提示,可根据项目需要自定义着色器。
如何使用?
很简单,下面是开始使用的方法:
创建色彩曲线
在 T_FogGradients 曲线图集中添加色彩曲线
从 M_FogMaster 中创建一个材质实例
在新的材质实例中,将 Atlas 行设置为曲线 Atlas 中的相应行
添加一个后处理卷(确保您在卷内)
将材质实例添加到后处理材质阵列中
编辑颜色曲线和材质实例,以获得适合您的场景的所需外观。
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技术细节
功能:
森林示例地图
颜色曲线预设
材质实例示例
可与雾互动的演员示例
雾的高度设置
所有材质设置的工具提示
材质功能
与 VR 兼容
更新 #1
通过新示例支持大型环境
更多设置和更好的用户体验
全面支持移动设备,包括横向示例
改进了对色彩混合的控制(需要调整现有的色彩曲线)
材质文件夹中的主材质
改进高度雾
受风设置影响
在雾中 "吞噬 "摄像机的选项、
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