Creating a custom Substrate Shader Model/BSDF

No problem. Honestly, I wouldn’t hold my breath though. I’ve been waiting for a very long time for them to add something that would make it easier, and it is unlikely to ever happen tbh. Why I took matters into my own hands finally :laughing:

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Nice work! I compiled the code however I can’t seem to find the pin for the rimlight.

In the most recent versions on github I’ve removed the “rimlight” pin and replaced it with three pins for “Masked Color”. Whatever you plug into these will be applied in the same way the rimlight was – letting you plug in an extra 'fake lighting term that is masked by the object shadows properly".

Doing it this way exposes these pins for additional uses, like fake snow sparkles/glints that are properly masked by cast shadows!

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Thanks for the explanation!

@DMeville This is the best thread on rendering stuff I’ve seen, and I’m trying to do the same thing. But your github repo is gone! Any chance it was just relocated somewhere you can link?

Thanks! The github is still there, but since it is a fork of the Unreal Engine source, it is only viewable if your account has been accepted into the Epic Games organization. You can view the instructions on how to get access here: Downloading Unreal Engine Source Code | Unreal Engine 5.5 Documentation | Epic Developer Community

Once you have access to the Unreal Engine github, you should be able to view my fork that is linked in this thread too :slight_smile: