This tutorial will teach you how to create a vignette shader in Unreal using a material and some hlsl code.
Пікірлер: 19
@biiscoitorl52582 ай бұрын
Code: //Create a vector which points from the middle of the screen to the current pixel float2 vectorFromCenter = PixelPosition - 0.5; //find the magnitude (length) of the vector float magFromCenter = length(vectorFromCenter);# //multiply mag by vinyette strength magFromCenter = magFromCenter * VinyetteStrength; magFromCenter = magFromCenter + VinyetteZoom; //Modify the original colors float4 modColor = PixelColor * (1 - magFromCenter); //return the modified color return modColor;
@pariskulkarni8113Ай бұрын
THX SO MUCH
@AussieTac0s Жыл бұрын
Great tut man, you're the only one on youtube that has done this tutorial!
@jamesbland5082 Жыл бұрын
Thank you! It was great fun to make. i'm glad you enjoyed 😆
@jacklawrence22218 ай бұрын
well explained
@syskeye7 ай бұрын
would it be possible to adjust the vignette zoom and strength value while the game is running? like make it so that for example when a certain key is pressed the strength and zoom increases and when its released the values adjust to what they were previously
@jamesbland50825 ай бұрын
Sorry its been a while, but for anyone else curious i feel like this is definitely possible 😁, because a material instance is created from the master material so it can be changed at runtime! look into creating a dynamic material instance inside of a blueprint and you can then use the set parameter node to adjust the values of the shader. here is a link i found which might be useful: docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/MaterialInstances/#:~:text=A%20Material%20Instance%20Dynamic%20(MID,your%20Material%20throughout%20the%20game. good luck!!! 😁😎 if you want to get really fancy instead of just changing a value you could interpolate from one value to another to make it smooth
@victoriataylor8352 Жыл бұрын
This is the best thing ever- so cheesy but I now know how to make a vinye🏎️e shader 😏
@jamesbland5082 Жыл бұрын
Thank you very much 😆😆 🧀🧀🧀🧀 I’m glad you know now 😎
@JoexLegacy3 ай бұрын
Can you apply this material to objects? i'm trying to make a sniper scope vignette that's only inside the scope area
@jamesbland50823 ай бұрын
Wow that's a great question! i imagine that this effect is accomplished by having a camera at the end of the scope and rendering whatever the camera sees as a texture onto start of the scope. then you can apply the vignette to the texture rendered. I'm not sure if the exact steps of the tutorial will work but the theory of what the tut covers will definitely be transferable and useful making this.
@brycetingle8358 Жыл бұрын
10/10 would "vinyette" again 🤣🤣
@Gambsmoore3 ай бұрын
That is in fact how you pronounce it, it is French :) edit oh lmao i didn't even notice the typo on my first go around 🤪🤪🤪
@iraarkhipova90604 ай бұрын
hello) could you tell me how to make a vignette of a different color? for example white
@jamesbland50823 ай бұрын
Wow it’s been a while since I made this 😂 and really I don’t know 🤦♂️if I had to guess I would say look at the shader code and in particular the one but last line: float4 modColor = PixelColor * (1 - magFromCenter); here’s where you’ll probably want to make your modifications as this is the final colour that turns into the vignette. Just before this line I would make a new float4 which will hold my vignette colour. float4 vignette color(0,0,1);. And I would multiply vignette color by 1-mag from centre. Then either add this vignette color or multiply it to modColor
@jamesbland50823 ай бұрын
So it would look like: float4 vignetteColor = float4(0,0,1,1); vignetteColor = vignetteColor * (1 - magFromCenter); //modify the original colours Float4 modColor = pixelColor * (1 - magFromCenter); ModColor += vignetteColor Return modColor;
@jamesbland50823 ай бұрын
I’m not sure if this will work but anyone seeing this and op good luck I hope this helps!
@andreashoetzinger2 ай бұрын
With some minor changes to James' code I made it work: float2 vectorFromCenter = PixelPosition - 0.5; float magFromCenter = length(vectorFromCenter); magFromCenter = magFromCenter * VignetteStrength; magFromCenter = magFromCenter + VignetteZoom; float4 vignetteColor = float4(0,0,1,1); vignetteColor = vignetteColor * magFromCenter; float4 modColor = PixelColor * (1 - magFromCenter); modColor += vignetteColor; return modColor; Thanks for the tutorial and the comment man, super helpful :)
@jamesbland508223 күн бұрын
@@andreashoetzingerI’m glad you enjoyed the tutorial! 😁 super glad you worked it out thank you for leaving this comment to help others! 😁 awesome work!