5 Hours | 521 MB | Project Files: Included | Software used: Unreal Development Kit (UDK July 2013)
In this demonstration Andrew Maximov guides you through building various shaders from the ground up in Unreal Development Kit (UDK). He starts by going through the basics by explaining what some of the most widely used nodes in the material editor do and what they can and should be used for and then moves on to creating a custom phong lighting shader building on what was shown in the previous video for maximum effect.
From there he creates a complex shader that goes over such things as directional blending of textures and procedural placement of snow and ice. He then shows how to create a clock shader with customisable rotating hands and moves on to create a versatile desert shader for use in environment pieces that includes sand movement for that extra polish. He then goes over how to create a cheap and effective dripping water shader and a distance based blending shader that automatically sets the texture tiling based on the position of the camera within the scene and then moves on to gradient mapping which is used to cheaply and realistically texture various objects without the need for textures. Finally he shows how to produce clean opacity masks for foliage without the need for a dedicated alpha masks.
Home Page: _http://eat3d.com/udk_shaders