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Unreal Shader : Automatic Landscape
Highest Rated
Rating: 5.0 out of 5(16 ratings)
98 students

Unreal Shader : Automatic Landscape

Learn how to create a dedicated landscape shader for UE5
Created byMichael Gerard
Last updated 1/2024
English
English [Auto],

What you'll learn

  • Create serval material functions
  • Create an optimized shader
  • Implement Parallax Occlusion Mapping with Shadows
  • Implement Automatic Vegetation
  • Get Rock texture on slopes automatically

Course content

1 section13 lectures5h 29m total length
  • Explanations & Resources8:12

    Create an automatic landscape shader in Unreal that places rocks on slopes by angle and spawns foliage with masks to avoid overlap, using modular functions for cross-project compatibility.

  • Tiling Function11:39

    Build a tiling function in Unreal Engine using texture coordinates and divide, expose near and far as function inputs, and apply it in a landscape master to enable distance-based tiling.

  • Distance Based Texture Size Feature12:29

    Create a distance based texture size feature for Unreal landscapes by building a texture blend function, adding distance logic with start and end fade distances, and testing in level.

  • Textures Function16:15

    build a texture function in unreal engine using mf texture and tiling, integrate distance logic with a static bool switch to enable distance blend, wire albedo and normal channels.

  • Layers Function39:34

    Master the layers function in Unreal shader for automatic landscape, implementing albedo controls, specular and roughness, normal intensity, ambient occlusion, and grayscale texture workflows.

  • Landscape Layers Logic38:46

    Learn how to set up Unreal landscape layers, organize folders, convert textures to parameters, create a landscape layers function, route distance logic, and enable painting with layer infos.

  • Slopes Function24:28

    Learn to build a slope-aware material in Unreal, isolating base color, specular, roughness, normal, and ambient occlusion, then blend with a slope function using vertex and pixel normals.

  • Distant Variation Feature22:22

    Create a distance variation feature for Unreal landscape by blending a generated normal and color mask at far distances using landscape UVs and a static switch.

  • Runtime Virtual Texture (RVT)21:01

    Enable runtime virtual texture support, configure the master material attributes for landscape rendering, and create a runtime virtual texture asset; implement a distance-based RVT logic to balance detail and performance.

  • Automatic Foliage Feature46:59

    Explore autumn foliage with a three-layer mask system in Unreal Engine, enabling or restricting automatic foliage across landscape layers and sculpting distribution with widget masks.

  • Paralax Occlusion Mapping (POM)45:42

    Implement parallax occlusion mapping (POM) in Unreal using mf pom, displacement and audio textures, near/far tiling, UVs, shadows, and a light vector with a parameter collection and blueprint.

  • Quixel Mixer - Custom Export Preset3:44

    Build a custom export preset in Quixel Mixer to create a packed 4k texture with albedo, normal, and displacement for Unreal, assigning roughness, ambient occlusion, and displacement channels.

  • Nanite Tessellation38:12

    Explore implementing nanite tessellation in the Unreal landscape shader, including displacement, textures, and switching between displacement texture and audio texture, with project backup, version upgrades, and troubleshooting tips.

Requirements

  • Owning a computer with Windows 10 (64Bits) / Not tested on Windows 11 or Max
  • Winrar or 7zip to decompress files
  • Unreal Engine 5 Basics (Camera movements, create Materials, Import assets...)

Description

Welcome to my Unreal Shader series!

During this course I will show you, step by step, how to create an Automatic Landscape Shader!

Controllable rock on slopes, automatic vegetation managed by mask, rvt, color/normal distant variations and shadowed parallax occlusion mapping, here is everything you will learn in this course.


What I will learn?

We will start by breaking the far texture repetition with the Distance Based Texture Size logic. Controlling the transition zone between near and far resolution

After this first logic, let's work on the Automatic Slopes system. Don't waste any more time painting rock on slopes. With just a few parameters you can control the rock angle.

To improve and increase the complexity of the viewing distance, we will add a color variation and an additional normal map.

Because optimization is important, let's set the virtual runtime texture that will help you bake your different layers attributes in a single texture.

It's easy enough to spread vegetation on a terrain, but thanks to a mask it's easier to achieve a more organic result

As you probably know, tessellation is no longer available in shaders on UE5, but thanks to Parallax Occlusion Mapping we can achieve a convincing depth effect.

In addition, learn how to add shadow to your Parallax Occlusion Mapping and get a more realistic result. But be aware this feature is very heavy.

This course is designed to be accessible whatever your skill level, I show every step and do nothing off-camera.


Important note :

This course was created in version 5.2 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.


About copyrights:

All you can find in this course are for personal usage only. You cannot share it, sell it or make it available for free on any platform.

Who this course is for:

  • Anyone who wants to learn, improve or fix their skills in environment creation