Where should I go to start learning advanced material techniques? (Waterfall screens, radar etc)

for my submarine simulator game I need to create someadvanced screens and things like pressureiu guages.

Where should I look to start learning material magic to create say a simple guage with a needle texture that turns according to a parameter in a material instance I can do it in a widget no problem with an image and then a needle with its pivot set and then setting the render angle every tick but I cant display that on a mesh. I’d like to display the sonar screens onthe sonar station for example. I also wanna create nice looking textures that fill up images of water tanks to simulate the ballast tanks filled with water/air without having to use progress bars.
Here are some examples

279202-688_003.jpg72e4774c0de49f62a3ed360d81bbdf84bb2eb02c.jpegScreenshot-2.jpg

http://www.strategyfirst.com/uploads/images/screenshots/688I%20Hunter%20Killer/688i%20screen%204.jpg


688i_hunterkiller_003.jpg

I’ve followed some material tutorials and can do simple things more akin to image fitering bu not so much dynamic materials always defaulted back to UMG trickery.

Thanks.

I recommend shadertoy. There are tons of interesting examples and it’s not too difficult to translate most of the shaders on there into material nodes. GLSL function bodies can be pasted into custom nodes with just a little modification(change vec to float, fract to frac, mix to lerp, etc.), just make sure the inputs names and output type are the same.

Some great examples on that site, bookmarked in my references folder thank you.

MY god that becomes so time consuming/hard/impossible on anytime more than a few lines. I manged to get a float2 (0.5,0.5) returned aka the color yellow… No idea about GLSL syantax vs HLSL and such. The next function mainImage had the first line float t = iGlobalTime; so i set an input t connected to a Time node and still get “unexpected identifier ‘t’”

The more I’m going to need to learn.