Support on Patreon: Get project files: Have you ever wondered how to shape & combine various vector shapes within a material in Unreal? Signed distance fields are the answer. What are SDFs? How to create smooth grayscale masks out of them in a shader? Popularized by font rendering in Half-Life 2 (and Unreal Engine itself!), as well as ShaderToy procedural artworks, this graphics description method has a great ratio of memory footprint to the final quality. They even come anti-aliased by default! Code for box, rectangle, triangle shapes (mentioned in the video): Streaming every Wednesday at Chapters: 00:00 Distance-based masks in materials 07:24 Calculating a signed distance field 11:55 Ray marching explanation 14:08 How to combine multiple SDFs 20:50 Rectangle, triangle, rounded box SDFs 21:38 Implementing a heart shape
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