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Awning With Custom World Position Offset and Animation Shader

A game asset Cloth Awning in unreal engine 5. It uses a custom shader for animation effects.

Custom shader allows for color modification on 4 levels. Base color (the pipes), Red vertex color stepped values for lerping in 2 more color values on the awnings cloth, and a mask that doubles as metallic if chosen to do so which is used to make the wires on the pipes colored differently.

The shader does not have a traditional color texture. It instead seperates out the grunge into masks for variety modification.

The Custom shader has values to simulatte gravity and wind with world position offset and some math. Vertex color green determines which areas and how much can be effected by gravity and wind.

Vertex Color blue can also be used to mask out which areas use sub surface lighting effects.

A seperate mask texture is sued for dirt, dust, and subsurface if more subsurface detail is necessary. The Dirt and dust can be colored different colors and set to different intensities. The roughness values for each can also be adjusted.

Fake Wind and Fake Gravity in the shader.

Sculpted Awning mesh with animated shader.

Sub Surface shader effects in shader with animated normals and world position offset.

zbrush sculpt for wrinkle baking

zbrush sculpt for wrinkle baking

zbrush sculpt for wrinkle baking

zbrush sculpt for wrinkle baking

Ambient Occlusion, Roughness, and metal. Metal can double as a mask to edit color.

Ambient Occlusion, Roughness, and metal. Metal can double as a mask to edit color.

Dust mask, Dirt mask, and sub surface mask. Used to modify color and roughness values on dust, dirt, and sub surface contribution.

Dust mask, Dirt mask, and sub surface mask. Used to modify color and roughness values on dust, dirt, and sub surface contribution.

Base normal map for detail.

Base normal map for detail.

Wrinkled and inflated normals baked uv2.

Wrinkled and inflated normals baked uv2.