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Custom specular calculation

Hi All,

I’ve noticed that I wanted to have specular reflections in my scenes, but found the “realistic” rendering of Unreal Engine 4 insufficient. Therefore I made a trick to emulate specular highlights. It is a trick, because the coordinate of the light source Is hardcoded in the shader. This means also that you can only emulate 1 light source. My example also does not take into account fall-off, so regardless of the distance of the lightsource, the phong is always at the same brightness and size. Distance dependent specular light can however easily be added by a multiply operation. You can do some cool tricks once you can control specular light as you can see in the screenshots below:

The base material code is calculated here:
0c2752c44a55c16d206ff46bcdfb9a617f188646.jpeg

Now you can easily modulate your specular color (red), add bloom (modulate > 1.0), render with a diffuse color and normal map.

And much desired, translucency + specular, so you can make realistic water (unfortunately by reducing the opacity, also specular is reduced).

You can also make realistic glass. Note that translucent material does not cast a shadow.
7929cfc8784a33fcebf52ce3ce1f10f2724fb457.jpeg

To avoid the reduction of translucency with opacity, you can just set the blend mode to additive and only render the specular light as a second render-pass (So first you render translucent water without opacity and, then you render a second mesh, just slightly above your water surface, with the specular highlights). (Still something needs to be made for reflections).
5b8b3626539d42f2687785a63d32a10701110f19.jpeg

When using “Default lit” lighting mode, you can make use of normal maps, for nice, particle like effects. When using unlit mode, you can make force-field-like effects.

Dude…I have not yet reviewed your shader, but it looks completely awesome! :smiley: Very cool idea.

I might give it a try when I have time and share my thoughts on it (will probably do that quite soon since I am working on some car rendering stuff where this could come in handy^^)

Cheers!

Just wanted to drop by and say thanks man for making this tutorial.

I’ve recently gotten inspired to go make a cartoony game in UE4 and my first thought was “how am I going to create the specular??!” but I found an answer quick.

Great!

FYI: I found a mistake in the tutorial: The object position should be replaced by pixel position (or it is called something like that). If you are very far from an object, the object position and pixel position are more or less equivalent, but up close you get very different results.

OK, I just found out that UE4.6 sort of supports this:

Hey isgoed, just wanted to thank you for this TUT, Ive been wanting an easy way to add a colored spec for a transition from ue3 to 4.
you have saved my life
keep being a bad ***
thanks again

So I noticed that you can also copy paste blueprints (as text); so for your convenience: This is my Material-Function F_Specular from my UE 4.11.2 Project. You can easily add this material function to your existing Materials:



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   MaterialExpression=MaterialExpressionFunctionOutput'MaterialExpressionFunctionOutput_0'
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   Pins(1)=EdGraphPin'EdGraphPin_80426'
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   Begin Object Class=EdGraphPin Name="EdGraphPin_80427"
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      Direction=EGPD_Output
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      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_34.EdGraphPin_80467'
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      PinName="A"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_33.EdGraphPin_80465'
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      MaterialExpressionGuid=26BFA4864FD804C160D524B0CE1A67A0
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   MaterialExpression=MaterialExpressionSubtract'MaterialExpressionSubtract_0'
   Pins(0)=EdGraphPin'EdGraphPin_80437'
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   Pins(2)=EdGraphPin'EdGraphPin_80439'
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      PinName="VectorInput"
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      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_19.EdGraphPin_80427'
   End Object
   Begin Object Name="EdGraphPin_80463"
      PinName="B"
      PinType=(PinCategory="optional")
   End Object
   Begin Object Name="EdGraphPin_80462"
      PinName="A"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_31.EdGraphPin_80461'
   End Object
   Begin Object Name="MaterialExpressionMin_0"
      A=(Expression=MaterialExpressionMax'MaterialGraphNode_31.MaterialExpressionMax_0')
      ConstB=1.500000
      MaterialExpressionEditorX=-720
      MaterialExpressionEditorY=440
      MaterialExpressionGuid=CA49C08A4FAF9056EA6A31AF711F85F3
      Material=Material'/Engine/Transient.Material_0'
   End Object
   MaterialExpression=MaterialExpressionMin'MaterialExpressionMin_0'
   Pins(0)=EdGraphPin'EdGraphPin_80462'
   Pins(1)=EdGraphPin'EdGraphPin_80463'
   Pins(2)=EdGraphPin'EdGraphPin_80464'
   NodePosX=-720
   NodePosY=440
   NodeGuid=5594F97040456CFD3AB8E18C3EFF9CF9
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_33"
   Begin Object Class=EdGraphPin Name="EdGraphPin_80465"
   End Object
   Begin Object Class=MaterialExpressionWorldPosition Name="MaterialExpressionWorldPosition_0"
   End Object
   Begin Object Name="EdGraphPin_80465"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_23.EdGraphPin_80437'
   End Object
   Begin Object Name="MaterialExpressionWorldPosition_0"
      MaterialExpressionEditorX=-2400
      MaterialExpressionEditorY=176
      MaterialExpressionGuid=33AC0B854C313B862EC0069D40543C6C
      Material=Material'/Engine/Transient.Material_0'
   End Object
   MaterialExpression=MaterialExpressionWorldPosition'MaterialExpressionWorldPosition_0'
   Pins(0)=EdGraphPin'EdGraphPin_80465'
   NodePosX=-2400
   NodePosY=176
   NodeGuid=60C459A844B6FC45D94FF4B31064FD02
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_34"
   Begin Object Class=EdGraphPin Name="EdGraphPin_80467"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_80466"
   End Object
   Begin Object Class=MaterialExpressionFunctionInput Name="MaterialExpressionFunctionInput_0"
   End Object
   Begin Object Name="EdGraphPin_80467"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_23.EdGraphPin_80438'
   End Object
   Begin Object Name="EdGraphPin_80466"
      PinName="Preview"
      PinType=(PinCategory="optional")
   End Object
   Begin Object Name="MaterialExpressionFunctionInput_0"
      InputName="LightSourcePositon"
      Id=1FD9998A4437359B9CD96DA9BB4ED611
      PreviewValue=(X=0.000000,Y=1000.000000,Z=800.000000,W=1.000000)
      MaterialExpressionEditorX=-2700
      MaterialExpressionEditorY=300
      MaterialExpressionGuid=9CDE91E543BB852CE381F4B1C26BC787
      Material=Material'/Engine/Transient.Material_0'
      Desc="Attach Light Source position here"
   End Object
   MaterialExpression=MaterialExpressionFunctionInput'MaterialExpressionFunctionInput_0'
   Pins(0)=EdGraphPin'EdGraphPin_80466'
   Pins(1)=EdGraphPin'EdGraphPin_80467'
   NodePosX=-2700
   NodePosY=300
   NodeComment="Attach Light Source position here"
   NodeGuid=338104064853548E07B226A4ABD06D11
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_35"
   Begin Object Class=EdGraphPin Name="EdGraphPin_80468"
   End Object
   Begin Object Class=MaterialExpressionCameraVectorWS Name="MaterialExpressionCameraVectorWS_0"
   End Object
   Begin Object Name="EdGraphPin_80468"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_26.EdGraphPin_80445'
   End Object
   Begin Object Name="MaterialExpressionCameraVectorWS_0"
      MaterialExpressionEditorX=-2768
      MaterialExpressionEditorY=656
      MaterialExpressionGuid=7E6C9D1D48174B478F2CCDB70BEE923A
      Material=Material'/Engine/Transient.Material_0'
   End Object
   MaterialExpression=MaterialExpressionCameraVectorWS'MaterialExpressionCameraVectorWS_0'
   Pins(0)=EdGraphPin'EdGraphPin_80468'
   NodePosX=-2768
   NodePosY=656
   NodeGuid=E15ADCF440DDE80130A7F88F7FCEBC60
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_4"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_0"
   End Object
   Begin Object Name="MaterialExpressionComment_0"
      SizeX=300
      SizeY=320
      Text="Light Source position in world space"
      MaterialExpressionEditorX=-2720
      MaterialExpressionEditorY=200
      MaterialExpressionGuid=F7B35E8248FAB1C002C2FC9D02F485C5
      Function=MaterialFunction'/Engine/Transient.F_Specular'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_0'
   NodePosX=-2720
   NodePosY=200
   NodeWidth=300
   NodeHeight=320
   NodeComment="Light Source position in world space"
   NodeGuid=33A0A9454713929DDC6337A64BD275BA
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_5"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_1"
   End Object
   Begin Object Name="MaterialExpressionComment_1"
      SizeX=380
      SizeY=260
      Text="Phong size (greater power is smaller phong)"
      MaterialExpressionEditorX=-760
      MaterialExpressionEditorY=320
      MaterialExpressionGuid=9E3A2D8348BBF1FC2A883795EE938C45
      Function=MaterialFunction'/Engine/Transient.F_Specular'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_1'
   NodePosX=-760
   NodePosY=320
   NodeWidth=380
   NodeHeight=260
   NodeComment="Phong size (greater power is smaller phong)"
   NodeGuid=87FB6DFD401D6E01AC8ECAB35A601097
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_6"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_2"
   End Object
   Begin Object Name="MaterialExpressionComment_2"
      SizeX=180
      SizeY=400
      Text="Only draw specular if reflected light is towards camera"
      MaterialExpressionEditorX=-1160
      MaterialExpressionEditorY=120
      MaterialExpressionGuid=15F251BF47F74FDAB63748971DF9F53D
      Function=MaterialFunction'/Engine/Transient.F_Specular'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_2'
   NodePosX=-1160
   NodePosY=120
   NodeWidth=180
   NodeHeight=400
   NodeComment="Only draw specular if reflected light is towards camera"
   NodeGuid=27CE19A44B0EE0DAB995E083357D9AB8
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_7"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_3"
   End Object
   Begin Object Name="MaterialExpressionComment_3"
      SizeX=200
      SizeY=520
      Text="Only draw specular if surface is facing the camera"
      MaterialExpressionEditorX=-1540
      MaterialExpressionEditorY=80
      MaterialExpressionGuid=1B2E9F4C4F3D096CD7385CBE34C8841F
      Function=MaterialFunction'/Engine/Transient.F_Specular'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_3'
   NodePosX=-1540
   NodePosY=80
   NodeWidth=200
   NodeHeight=520
   NodeComment="Only draw specular if surface is facing the camera"
   NodeGuid=1F8AAEF44FC5EA13D84D549E0456F149
End Object


Hey man thanks for the tutorial! But when I try this my entire material becomes bright white. Any idea what I could be doing wrong?

Hmmm, no not really. It could be anything. Just play around with the camera, change some values of the constants. One of them should get you on the right track.