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Unreal Shader Basics for Artists

This is a good lecture for artists looking to get into shaders, and artists who know shaders but lack fundamental skills.

(5.0) 4 reviews

127 learners

  • ck
  • one
게임개발자
shaders
Unreal Engine
vectors
hdr

What you will learn!

  • Unreal Engine Shader Basics

  • Concept of UV and Control

  • Vector Concept and Application

  • PBR and HDR


Lecture Update Notice on July 16, 2025 >>

Unreal Shaders for Artists: From Principles to Applications

We invite you to the deep world of the core principles of Unreal Engine shaders for artists. This course goes beyond simply following nodes and replicating examples, and delves into the fundamentals of how shaders work and what each node means. The goal is to systematically understand how shaders work by answering the question of 'why' and build a solid foundation that can be applied in any situation.


Section 2 - Unreal Materials

Learn the basics of using the Material Editor. Clarify the concepts of diffuse and specular reflection, which are the core theories of physically based rendering (PBR), and learn the difference between metal and non-metal materials. Learn the guide to creating proper PBR textures, and express various materials such as translucency and masking using various blend modes and shading models. You will also learn in depth the essential workflow for efficient shader management, such as master materials, material instances, material functions, and attributes, as well as know-how for organizing graphs.


Unreal Materials Basics

  • Create and edit materials

  • Material Basic Output Node

  • Node data types and swizzling


Understanding PBR (Physically Based Rendering) Materials

  • Introducing PBR Material Samples – Paragon: GRIM.exe

  • Introducing Disney PBR

  • Diffuse reflection and specular reflection

  • Metals and nonmetals


Unreal Physically Based Materials

  • PBR Texture Guide

  • Emission

  • Bump, Normal, Height, Displacement


Material Blend Modes and Shading Models

  • Blend Mode – Masked, Translucent, Additive, Modulate

  • Shading Model – Default Lit, Unlit

  • Refracting a translucent material

  • Translucent sort priority

  • Shading Model – Default Lit, Unlit


Material instances and parameters

  • Understanding Master Materials and Material Instances


Material Attributes


Material Function


Material Graph Cleanup

  • Comments

  • Reroute, Named Reroute

  • Sorting shortcuts


Section 3 - Thinking of Colors as Numbers

In the most essential section 3, we will train you to 'think of color as numbers'. Through the process of the rendering pipeline where 3D polygons are drawn on the screen, you will clearly understand the definition of shaders and see for yourself how simple arithmetic about colors becomes a graph and develops into a variety of effects. Applying this principle, you will create a dissolve and explosion effect using Lerp. In addition, you will learn the core knowledge required for shader artists, such as HDR and gamma for realistic color expression, sRGB, UV for handling textures, and even shader debugging know-how.


Definition of shader

  • What is a shader?

  • The process of drawing 3D polygons on the screen

  • Vertex Shader and Pixel Shader

  • Graphics API


Thinking of colors as numbers 1, 2, 3, 4

  • Thinking of colors as numbers

  • Remap and Lerp, Graph Processing

  • Application of arithmetic

  • Introducing explosion effects using Lerp


Understanding HDR


UV and Texture Sampling 1

  • The concept of UV


UV and Texture Sampling 2

  • ScrollOut


Debug Node

  • Quantization and Frac



Gamma and sRGB


Convert to gray


Section 4 - Vectors

Explore the world of vectors, the flower of shader graphics. Learn the basic concepts of vectors and the Dot Product operation, which is the basis of lighting, to implement Lambert lighting, and apply it to create stylish cartoon renderings. Furthermore, master the Fresnel effect, which emphasizes the outline of objects, the Refraction effect, which expresses realistic glass or water, and the creation of a panoramic skybox, which efficiently draws a vast background, by utilizing vector operations.


The Basics of Vectors

  • Understanding Vectors


  • Inner product and Lambert

  • Half Lambert

  • Unlit cartoon rendering


Utilization of vectors 1

  • Fresnel

  • Refraction


Vector Utilization 2 - Panoramic Sky


Section 5 - Other

The course concludes with learning about special effects using polar coordinates, parallax mapping to maximize three-dimensionality, and frosted glass effects for a sense of depth.


Introducing useful features

  • Polar coordinate

  • Bump Offset and Parallax Mapping

  • Milky Glass Effect


Recommended for
these people

Who is this course right for?

  • Artists looking to learn shaders

  • Aspiring Game Development Technical Artist (TA)

  • 3D Game Effector

Need to know before starting?

  • Basic Usage of Unreal Engine

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청강문화산업대학교는 남양알로에(現유니베라) 창업자인 故이연호 선생이
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Curriculum

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25 lectures ∙ (9hr 40min)

Course Materials:

Lecture resources
Published: 
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Reviews

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4 reviews

5.0

4 reviews

  • 보노보노님의 프로필 이미지
    보노보노

    Reviews 4

    Average Rating 5.0

    5

    100% enrolled

    언리얼 엔진에서 셰이더에 대해 원리도 같이 설명해주셔서 더 잘 이해할 수 있었습니다. 감사합니다!

    • 김정환님의 프로필 이미지
      김정환

      Reviews 1

      Average Rating 5.0

      5

      30% enrolled

      강의 잘 보고 있습니다. 필요한 기능을 이해하기 쉽게 설명해주시고 개인적인 노하우도 전해 들을 수 있어 좋아요! 반복해서 공부할게요!

      • 박지환님의 프로필 이미지
        박지환

        Reviews 1

        Average Rating 5.0

        5

        32% enrolled

        • kzw7346님의 프로필 이미지
          kzw7346

          Reviews 1

          Average Rating 5.0

          5

          61% enrolled

          $152.90

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