Procedural Skyscrapers Shader with Lights Randomization

This shader was created for background use in large-scale open-world environments, specifically designed to support expansive cityscapes. I initially crafted the shader in Substance Designer, but I quickly realized that implementing Substance Designer shaders directly in Unreal Engine for Open Worlds wasn’t scalable and it negatively impacted performance. To address this, I adapted by using the output maps from my Substance Designer shader and recreated the control parameters within an optimized Unreal material. The result was a visually similar shader tailored to our needs at less than half the performance cost.

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Parallax Interior Shader

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Procedural Advertisements Shader - Ads in Urban Environment