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Sam Shaw / kirko-dev
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  • Blog
    • UE5 Stuff
      • Runtime Audio Frequency Analysis
    • Template Blog Page
    • /// Avoiding Default UE5 Looks
      • /// Materials & You
      • /// HDR Haze
      • /// Vertex Painting
      • /// Material Gouraud
  • Projects
    • Starchaser
    • Gravity Knight
    • Maskless
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Sam Shaw / kirko-dev
  • Home
  • itch.io
  • About
  • Blog
    • UE5 Stuff
      • Runtime Audio Frequency Analysis
    • Template Blog Page
    • /// Avoiding Default UE5 Looks
      • /// Materials & You
      • /// HDR Haze
      • /// Vertex Painting
      • /// Material Gouraud
  • Projects
    • Starchaser
    • Gravity Knight
    • Maskless
    • The Rooms Between
    • The City Below
  • More
    • Home
    • itch.io
    • About
    • Blog
      • UE5 Stuff
        • Runtime Audio Frequency Analysis
      • Template Blog Page
      • /// Avoiding Default UE5 Looks
        • /// Materials & You
        • /// HDR Haze
        • /// Vertex Painting
        • /// Material Gouraud
    • Projects
      • Starchaser
      • Gravity Knight
      • Maskless
      • The Rooms Between
      • The City Below

<^ Back to Avoiding UE5 default look

/// HDR Haze in UE5 

Once again, the material system inside UE5 is incredible, and leveraging it, combined with HLSL we can create some wicked stuff.

Continuing from the vertex painting section, how can I make this look less like the "default unreal engine look" and make something more my own... we're looking back at some older games like Oblivion and Fable

Example

Reasoning

References

Tutorial

  • /// Avoiding the default UE5 engine look \\\

  • /// Materials & You - Basic Material Setup

  • /// HDR Haze - Its not even real HDR, that's the fun part

  • /// Vertex painting - Controlling Shadows

  • /// Material: Gouraud Faking an old lighting method

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