Particle Uber Shader

UE4 Uber Particle Shader | Jose Estrada | 3-4-2021

Organized into modular, re-usable and rearrangeable. code blocks (material functions). Most features work together with one another.

Organized into modular, re-usable and rearrangeable. code blocks (material functions). Most features work together with one another.

Feature list & Default Settings.

Feature list & Default Settings.

Opacity Dissolve - using a Dissolve Texture with UV Panning and Scale controls

Opacity Dissolve - using a Dissolve Texture with UV Panning and Scale controls

Texture Panning and Clamp Controls, good for Soulcoasters and Sword Swings. Also controllable via Dynamic Parameter.

Texture Panning and Clamp Controls, good for Soulcoasters and Sword Swings. Also controllable via Dynamic Parameter.

Color and Opacity Multiply - "combine"  colors and opacity only where the Main texture is visible.

Color and Opacity Multiply - "combine" colors and opacity only where the Main texture is visible.

Fresnel Color Multiply

Fresnel Color Multiply

Fresnel Opacity Multiply

Fresnel Opacity Multiply

Refraction Control, two modes
1. Flat Refraction
2. Opacity Aware Refraction (Stacks with other features)

Refraction Control, two modes
1. Flat Refraction
2. Opacity Aware Refraction (Stacks with other features)

UV Texture Distortion - using a Distortion Texture with UV Pan & Scale Controls

UV Texture Distortion - using a Distortion Texture with UV Pan & Scale Controls

Texture Based Vertex Offsetting

Texture Based Vertex Offsetting

Screen Percentage Based WPO Scaling, good for key elements and UI

Screen Percentage Based WPO Scaling, good for key elements and UI

Two-Sided Tinting - useful to have two different colors/textures display on the outside/interior of a mesh.

Two-Sided Tinting - useful to have two different colors/textures display on the outside/interior of a mesh.

This is a shader designed to be a one-stop-shop for a majority of visual effects for particle systems and general VFX. Made in Unreal.

+Features can be turned on/off with switches, which exposes/collapses windows containing controls.
+The features can work together with one another and be stacked.
+Made of modular, reusable, and re-arrangeable blocks of code in the form of material functions, therefore easy to expand
+ Low instruction counts but higher shader variations added than simpler materials due to switches.
+ Many of the features are controllable via dynamic parameter or particle color in Niagara/Cascades

Breakdowns coming in the future. You can also message me if you are curious how one feature works :0!