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  • Writer's pictureWetware Team

AR Materials

Another material that's prevalent in the lab is the one which represents AR (augmented reality) objects.

The shader for this material is pretty simple to make, thanks to the node editor in Unreal. It's composed of a panning sinusoidal pattern (frequency and panning speed adjustable) which feeds into the emissive and transparency value of the material, after it's multiplied by a noise function to give a sense of flickering that feels natural.

The sinusoid pattern is calculated in screen space instead of world space, to make it as if these objects are rendered on an AR headpiece that the player character wears.

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