Shader Bits
HLSL and UE4 Development Blog

Optimized Snell's Law Refraction

This blog focuses on shader and blueprint development in Unreal Engine 4 from a tech artist's perspective. The goal is to help other artists grasp more advanced technical concepts through examples.


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Monday, October 03, 2016

Ryan Brucks

UE4, Materials, Gears of War, Tech Art, Shaders, HLSL, Code, C++, Render Targets, Fluid Simulation, POM, Parallax Occlusion Mapping, Curved Surface Mapping, Shader Blog