Unreal Engine Volumetric Glass UE7569

Volumetric Glass

Volumetric Glass is an advanced and efficient master material designed for rendering volumetric shapes and glass. The package is useful for creating sci-fi stylized environments like water tanks, aquariums, underwater tunnels even glass in bathyscaphes. The package is perfectly balanced between quality and efficiency. Designed and optimized specially for high-quality Virtual Reality, and PC/Console games.

[Video]

[Demo]

Features: 

  • Two types of material underwater volume and shaped glass
  • GPU-friendly and very efficient (only 150 instructions) can be used on mobile as well as in the VR
  • Multiple shapes (box, sphere, ellipse, cylinder, mesh)
  • Spline-based tunnel blueprint
  • Over 70 parameters to set up: light shafts, volumetric, scattering, glass color, fog density, wet color, reflections, etc.
  • Animated clip plane surface
  • Vertex color-based texture masking
  • An example map contains an underwater world and a sci-fi laboratory
  • High-quality fast scattering
  • Fast box projected reflections
  • Custom multi-channeled point lights
  • Easy to integrate with other water surfaces like Aquatic Surfaces.
  • No precomputation so can be used as a window in an underwater bathyscaphe.

***Monthly Unreal Engine Sponsored Content product for November 2020***

technical details

Number of materials: 2 (glass volume, glass shape)

Textures and resolutions: 1-1024×1024, 5-512×512, 1-64×64

Material instances: 15 examples of use

Supported development platforms: Windows, Mac OS

Supported Target Build: PC, Console, VR,

Package Size: 6MB + 62MB demo content

Multiplayer: N/A

[Documentation]

[Discord]

[Twitter]

Update 1.1

– package size-reduction

– underwater surface specular improvements

– light shaft improvements

– glass normal-map support

The package DEMO folder contains example content from Epic packs (Starter Content/Epic Zen Garden) used only for demonstration purposes. 

Ready for your requests. Remember that your positive rating and comments are my fuel for the next update.