[Fab] 2D Dynamic Light - Document English.

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  Fab Link :  https://fab.com/s/2670cb0a28c8 Technical Specifications: Parameters 1. 2D Point Light The Point Light provides omnidirectional illumination from a central point, featuring four intuitive control groups. 00_Light_Control (Core Settings) Light_Color : Sets the emissive color of the light source. Light_Intensity : Controls the overall brightness and power of the light. Light_Radius : Defines the effective radius of the light's reach. 01_Appearance (Visuals) Hardness : Adjusts the density and sharpness of the light's core. Light_Pow : Controls the falloff curve, determining how smoothly the light fades towards the edges. Light_Alpha_Mul : A weight multiplier for fine-tuning the final opacity output. 02_Animation (Dynamic Effects) Blink_Speed : Sets the frequency of the light's flickering animation. Blink_Mul : Adjusts the intensity range of the flickering effect. 03_Advanced (Technical) CenterPosX / Y : Allows for manual offset adjustment of the light's center...

[Fab] PixelWeatherFX - Document.

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  fab Link :   https://fab.com/s/ff1092b5771d   [Prerequisite Setting for Occlusion] To enable the  Occlusion  features, you must activate the Custom Depth Stencil Pass in your project settings: File:  DefaultEngine.ini Section:  [/Script/Engine.RendererSettings] Setting:  r.CustomDepth=3 (Enabled with Stencil)   * Rain Post Process Material Parameter ( Simple Version ) 📂 Group 01: Appearance (Visual Fundamentals) Rain_Color (Vector):  Defines the color of the raindrops. Rain_Opacity (Scalar):  Controls the overall transparency of the rain. Rain_Glow (Scalar):  Adjusts the emissive intensity of the rain streaks (ideal for night scenes). Rain_Softness (Scalar):  Controls the softness of the rain streak edges. RainMask_Thin_Pow (Scalar):  Manages the thickness and density of the rain streaks. Rain_Tex (Texture):  The source texture used for the rain particles. 📂 Group 02: Transform & Tiling (Layout &...

[Fab] Font Material Document

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  Fab Link : https://fab.com/s/894ebb0f68cb * Font Material Enables  dynamic gradient color control  for UI text.  *  Demo Level Location  : "Content/Font_Material/Level/LV_Font_Material" * Blueprints for Displaying UI -  BP_UI_Create  : Displays UI when the game starts. Calls WBP_Font -  WBP_Font  : The UI widget that displays text. * Master Material Location /Content/Font_Material/UI/Materials/Font/M_GameFont_Material * Material Instance Location "Content/Font_Material/MaterialInstance/MI_GameFont_Material" * Material Instance Parameters *  Material Parameter Description  Parameter Name Description Range / Function FontSample Specifies the font to use Font Asset Blend_Center Center height of the gradient 0 ~ 1 Blend_Pow Gradient blend power Controls sharpness Blend_Multiply Blend rate multiplier Adjusts transition speed Blend_Color1 Top color of the gradient Gradient Top Color Blend_Color2 Middle color of the gradient Gr...

[Fab] Procedure_Material Description

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  Fab Link :  https://fab.com/s/36a5a098c80c   Procedure_Material Overview Procedure_Material provides dynamic control over fan shapes (arc), square shapes, and circular shapes. Demo Level Location : "Content/Level/LV_Procedure_Material_Demo" Master Materials : M_Arc, M_Circle, M_Square Test Samples : MI_Arc, MI_Circle, MI_Square, Each sample corresponds 1:1 with a master material. Arc Shape Material Instance Material Parameter Descriptions Angle_Rate : Adjusts the fan angle Color : Sets the color Floor_Alpha : Controls external alpha Modulation_Tex : Specifies the texture to blend Modulation_Tiling_Offset : Controls the UV values of the blending texture Use_Modulation_Tex_Rate : Adjusts the blending texture ratio Modulation_Alpha : Controls the alpha value of the inner region Modulation_Alpha_Power : Applies exponentiation to the inner region alpha Modulation_Alpha_Sub_Power : Sets the inner region alpha reduction value Modulation_Rate : Adjusts the size of the inner reg...

[Fab] Landscape with Displacement & Height Blend - English Document

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  Fab Link   :   https://fab.com/s/9bb8929785d6 Demonstration Level name  : LV_Landscape_Height_Displacement   Material instance for demonstration purposes  : MI_Landscape_Displacement_And_Height_Blend Configuring material instance parameters . - It is classified into Mat_Base, A_Mat, B_Mat, and C_Mat groups, but the operating principle is the same, so only A_Mat is explained in the document. Parameter Description -  Tiling_A  : Landscape tiling control variable -  Color_A  : Texture to use for BaseColor -  Color_Multiplier_A  : Multiple of BaseColor -  Color_Tint_A  : Color value to apply to BaseColor   -  Specular_Multiplier_A  : Uses thr R channel value of BaseColor as the specular, and is a multiple of the specular -  Normal_A  : Normal texture -  Normal_Intensity_A  : Normal texture intensity -  Roughness_A   : Roughness -  Roughness_Multiplier_A   ...