From Mask to Material - A Practical Guide to Layered Materials in UE
Автор: LayerCraft
Загружено: 2026-01-12
Просмотров: 166
Copy&Paste these HLSL codes to the custom node.
Inputs are;
In(Mask) + Amount + Contrast for ValueControl
Gradient(BaseMask) + Breakup(DetailMask) + Contrast
// VALUE CONTROL
float offsetValue = In + (Amount * 0.5); // Controlled offset
return saturate((offsetValue - 0.5) * Contrast + 0.5);
// BREAKUP
// Compute transition using gradient distortion and breakup detail
float g = Gradient * (Gradient + Breakup);
return saturate((saturate(g) * 2.0 - 1.0) * Contrast);
This video breaks down how layered materials actually work in Unreal Engine - not as a trick, but as a system.
Starting from raw mask data, we build a brick and moss material step by step, focusing on why each layer exists, how masks drive blending, and how to keep the setup flexible, readable, and production-ready.
You’ll see:
General logic behind Layered Material Systems
How masks define material logic, not just visuals
Controlled layer blending without overcomplication
A clean, scalable approach to layered material design
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