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Shader: Texture Based Geometry

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This texture based mesh shader has been created in Unreal Engine. Its current state relies on displacement but with a few tweaks it could easily depend on parallax mapping in some cases, and avoid the cost of procedural new geometry. The shader is interactive through exposed material parameters, which allow the developer to modify various properties.

Parameters:

  • Alpha Color Power: Controls the separation between the different colors.

  • Displacement Height: Controls the max length the new geometry has.

  • Scale: Controls the texture tiling.

  • Tessellation Mult: Controls how much new geometry is made.

  • Opposite Values: Inverts the values of the texture between 0 and 1.

  • Texture: Allows the user to select which pattern wants to apply to the mesh.

  • Base Color: Controls the color of not affected zones by the shader.

  • Emissive Color: Controls the color of affected zones by the shader.

Copyright 2021 | Manuel Carrasco. All Rights Reserved

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