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Media 0 for listing Unlit Gouraud/Phong Shading Material

Description

UPDATE 2.3.1: Minor quality of life features. Added new BP_Directional_Light_New that acts like the built in directional light. Added BP_SceneHelper, which allows you to reset editor lighting, and a toggle to disable tonemapping and auto exposure to make Lit mode match Unlit. Added a button to force update a selected light source, use it after resetting lighting with BP_SceneHelper when making adjustments to the editor only light index setting.

UPDATE 2.3: Blinn-Phong specular support has been added and is set to be enabled by default, this can be toggled in a material instance. Also fixed custom specular colour not being applied for point/spot lights.

UPDATE 2.2: Support for spot lights. Spot lights can be activated by changing the 'Spot Angle' variable on a point light. Setting this value to 0 will revert the light back to a point light. Added a new showcase level for spot lights. Also fixed specular not working with point lights.

UPDATE 2.1: New demo level for landscape materials and the new material fog function.

UPDATE 2.0: Complete re-write of the shader to be cleaner and more performant. Point lights now use a proper quadratic attenuation for light falloff. The point lighting system has been overhauled entirely and now uses a new Blueprint system to automatically enable and disable lights around the player Pawn.

Original Release Date: May 23, 2022

Unlit implementation of a Gouraud/Phong lighting model. Supports directional, point and spot lights with a Blueprint interface for control.

This shading model allows the creation of games using vertex based Gouraud lighting or per pixel Phong lighting with a classical diffuse/specular format. Re-create the look of games from the 6th (Gouraud) and 7th (Phong) generation of consoles, or use it for cheap mobile rendering. All materials are unlit and use a Material Parameter Collection to control light and material options.

Included is an example scene made using the techniques of the 6th generation consoles; relying upon vertex colouring and vertex alpha to blend between textures. This pack is intended to be used as a base, so only some basic examples are included. Use your imagination and get creative with your usage.

Pairs well with: Stylized Retro Water Material

DISCLAIMER: Landscapes DO NOT support the Vertex Interpolator node required to use Gouraud mode. Landscapes will only work with Phong mode.

Included formats

  • logo of Unreal Engine format