Coating Vertex Material [UE4 Marketplace]
Almost every aspect of this shader is a parameter. The snow/moss can be changed to any other material you want. Mud, dirt, water, ice, WHATEVER.
The same can be said for the bricks and stone materials. As long as you have a height map or something similar (Strong AO Bake) the snow (or whatever) will build up through the cracks on the upward facing polys. The height maps can also be inverted for masking to have the coating be on top of the texture instead. The axis mask can also be disabled to create an all over coating of the material. The math for Roughness, Metalness, AO, contrast of the snow, and everything else is editable as parameters for use as instances. Incorporates Tessellation to literally “build up snow levels” while improving the realism of the other materials as well. This can also be turned off inside the material editor.
Accepts Roughness, Metalness, and Ambient Occlusion as one texture compiled into the RGB channels. A color mask can be imported for the two base materials to increase the flexibility of the shader. This shader can use the maximum 16 texture sheets UE4 allows in one material and is completely scalable.
- Coating layer uses Green vertex painting and the Second Material uses the Red channel. Instanced Parameters are organized by texture type/usage and vertex color channel.
- The channel packing for the RMAo Textures follow the labeling. Roughness into the RED channel, Metalness into the GREEN channel and Ambient Occlusion into the BLUE channel.
- Parameters are organized by vertex color channel. Height map powers the transitions. If not using Tessellation, you can import a custom map instead. To do so, edit a new instance of the material shader, Set the height for each channel to “0” and the Tessellation “Multiplier (Polycount)” to “0” as well. Then drag and drop your own mask into the height parameter.
- [UPDATE] Non Tessellating version included, labeled CoatingVertexMaterial_Simple To completely disable the Tessellation, I suggest making a copy of the base material to do so. Edit the new copy and click on the background of the material editor to bring up the material’s Details. Scroll down the Details tab to the “Tessellation” section and change “Flat Tessellation” to “No Tessellation”.
Watch the below video for an in depth look at every parameter. Any remaining questions or something that you feel needs to be listed above, email me at GarretSpenst@gmail.com
I also suggest Episcura for source images. New, easy to use website with very friendly support and good resources. They even have HDRI!
Unreal Engine 4
Source Textures from Episcura