Thermal Post Processing Shader

Post Processing shader developed for simulating drone thermal footage

Shader uses the following for masking:
- Custom Depth, The higher the value the “hotter” the mesh
- AO, Roughness and Normal information for masking concave portions that would hold warmth

Post Processing shader is available here for reference:
Post Processing Thermal BW posted by TGordon | blueprintUE


Gel Shader

Translucent Surface Shader developed for simulating gel moving onto flat surfaces

Shader vertex offset based off of a distance check for surfaces to expand vertices along the gel mesh to “stick” to surfaces
Additionally created a mesh with blend-shapes created

Gel shader is available here for reference:
Gel Vertex Shader posted by TGordon | blueprintUE

Helicopter Smoke

Niagara particle system developed for simulating helicopter smoke kickback as it lands

Particle simulates the following
- Intensity (Size and Spawn) based on distance from ground
- Orbital rotation speed that scales based on distance from ground
- Overall intensity/texture that can be adjusted for different surfaces

Decal Replacement Material Function

Material Function for use with existing Materials that allowed for offsetting textures
Created for use with skinned meshes for decals staying in place with animations

Function can be used to layer textures over base material or with a translucent material

Material Function available here for reference:
UV Offset MF posted by TGordon | blueprintUE

Frayed Edge Material Function

Material Function for use for creating frays along edge of opacity masks for use with tearing cloth

Material Function available here for reference:
Frayed Edge MF posted by TGordon | blueprintUE