In order to get as much detail and realism out of my shopfront as possible, I dived into custom surface shaders for my materials. I really liked the way that the bricks stick out in the Substance Designer preview and I wanted to replicate that in-engine. I found the best way to do this without too much performance degradation is to use parallax occlusion. This effect works by raycasting from the camera’s position relative to the surface and layering the texture to create fake depth. It’s quite convincing and I will definitely be re-using this shader in future for bumpy surfaces. In order to implement this in UE4, I followed a tutorial by Trebla on Youtube (Trebla, 2018).
Another shader effect I used is interior cubemapping. This shader renders the surface of a mesh with a box-projected cubemap, creating the effect of having a 3D space inside. I used this to create my fake windows throughout the shop. The cubemapped surface is blended with a window curtains material I created in designer, and it is all then plugged into the emissive channel of the material node. The final effect is a rather convincing lit room effect behind the windows. In order to implement this, I followed a tutorial on UE4 cubemapping by Split Hare Games on Youtube (Split Hare Games, 2019)).
Bibliography:
TREBLA. 2018. [UE4] Parallax Occlusion Tutorial. Available at: https://www.youtube.com/watch?v=4lF9H8JEQck [accessed 22 April 2020].
SPLIT HARE GAMES. 2019. How to Create and Use Cubemaps in UE4 - Materials Tutorial. Abailable at: https://www.youtube.com/watch?v=AVZl6a6Y0Aw [accessed 22 April 2020].