
Mitch introduces you to the course.
Setting up our project that we’ll use to learn all about Materials.
Creating our first material in Unreal using pre-made texture maps.
Join the GameDevTV community forums, Discord, and Facebook groups to ask questions, share your work, and get fast guidance from teaching assistants and peers.
Section Intro
Now that we know how to add textures to a material, let’s make one move.
Learn how we can do basic colour correction to our textures.
Mash two or more noise textures together to create complex movement.
Combine bits of our material logic into reusable chunks called Material Functions.
We’ll add some normals to our material, generating them on the fly from our combined noise.
Learn how to displace our lava mesh so that it moves up and down like a liquid.
Learn how we can utilize substrate to combine multiple complete materials into one finished one.
Section Intro
We go over the different Blend Modes available to us when creating a material.
We add a parallax effect to our gem material.
Add an edge glow to our gem shader.
Learn how we can animate values using a sine wave.
Add refraction to our gem material.
Learn about how we can use material instances.
Section Intro
Calculate a circle mask to use as the basis for our portal shape.
Do some cool math to swirl around our texture UVs.
Give our portal a glowing edge using depth fading.
Learn how to make materials for decal projectors.
Learn how to make materials for particle systems.
Course outro
Want to build your own stunning shader effects, rather than downloading marketplace assets?
Maybe you've already opened the Material Editor, stared at the web of nodes for a bit, closed it, and gone back to the marketplace instead.
You're not alone. The Material Editor looks intimidating until someone shows you what the spaghetti actually means.
With this course you'll stop downloading someone else's materials and start building your own. It doesn't just show you how to build three shader effects. It shows you how to think like a shader artist.
You'll work through every node addition in context, understanding what each connection does and why, so by the end you're not just copying a graph, you're reading one.
You'll build three complete, game-ready materials from scratch. Lava that heaves and flows using noise, vertex displacement and Unreal's Substrate system. A gem that looks like you can see inside it, with parallax occlusion mapping, Fresnel edge glow and real refraction. A swirling portal built from radial UV distortion, a decal projector and Niagara particles.
But the real takeaway is the mental model. The same noise, masking and UV logic appears in all three effects, just remixed differently each time. Once you see the pattern, you'll know how to invent your own effects without starting from scratch every time.
The course includes a custom pack of seamless noise textures so tiling never gets in the way of the learning.
Coming from Unity Shader Graph or Blender's Shader Editor? The concepts translate directly and this course is a clean way to find your footing in the Unreal equivalent.
By the end you'll have three portfolio-ready materials and the confidence to open the Material Editor and know exactly where to start.