Shading

Functions for handling special shading types, such as Fuzzy Shading networks.

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The Shading functions provide for specialized shading operations, such as fuzzy shading and adjusting the shape of a specular highlight.

Shading Functions

The following is a list of all the functions underneath the Shading category.

FuzzyShading

This function emulates a surface similar to velvet or moss, and is similar to a Fresnel calculation. Incidentally, it is also useful for shader effects such as a scanning electron microscope.

Item

Description

Inputs

Diffuse (Vector3)

Takes in a texture to be used as the diffuse color.

Normal (Vector3)

Takes in a normal map used to perturb the surface of the fuzzy result.

CoreDarkness (Scalar)

Value used to darken the object wherever its normals become parallel to the camera, generally toward the center. The higher the number, the darker the core. Default is 0.8.

Power (Scalar)

Controls the rate of falloff from the core to the edge. Default is 6.0.

EdgeBrightness (Scalar)

Controls how bright the surface becomes as its normals become perpendicular to the camera, generally toward the edges.

FuzzyShading

FuzzyShadingGrass

This function is designed to provide the diffuse portion of grass shading. Similar to FuzzyShading, this function allows you to blend in a new color at the edges by first desaturating by a given percentage and then applying a custom color to the desaturated area.

Item

Description

Inputs

EdgeDesat (Scalar)

0-1 number controlling how much the edges of the object should be desaturated to make way for the edge color.

EdgeColor (Vector3)

This color will be applied to the edge area. Use EdgeDesat to desaturate that area if too much color mixing is taking place.

Diffuse (Vector3)

Takes in a texture to be used as the diffuse color.

Normal (Vector3)

Takes in a normal map used to perturb the surface of the fuzzy result.

CoreDarkness (Scalar)

Value used to darken the object wherever its normals become parallel to the camera, generally toward the center. The higher the number, the darker the core. Default is 0.8.

Power (Scalar)

Controls the rate of falloff from the core to the edge. Default is 6.0.

EdgeBrightness (Scalar)

Controls how bright the surface becomes as its normals become perpendicular to the camera, generally toward the edges.

FuzzyShadingGrass

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