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Independently lit hologram shader UE5

Created my own lighting model in UE5s material system. Completely unaffected by the environment, only uses the emission (and alpha) outputs.

This allows for a hologram with no lighting influence from the surrounding environment. Correctly replicating the effect of a hologram recording of an object or character in another scene with different lighting.
Features Blinn Phong specular reflections, cubemaps, and even includes custom shadowmaps using scene captures.

The entire shader uses the emissive channel (and opacity) only

The entire shader uses the emissive channel (and opacity) only

Unaffected by the surrounding lighting

Unaffected by the surrounding lighting

Video showcases real-time shadows

We had 2 slides to explain our technical art project for University.

We had 2 slides to explain our technical art project for University.

2 slides is not a lot of space.

2 slides is not a lot of space.

Blueprints are required to capture scene depth for shadowmaps.

Blueprints are required to capture scene depth for shadowmaps.

Early prototype. Custom material on the right compared to standard material.

Early prototype. Custom material on the right compared to standard material.