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Unreal Tournament III Tips
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Materials

While most Materials can be quite high in instruction count, it is always best to optimize for the lowest value, especially since varying video cards have differing support for pixel shader instruction size etc.  This is especially important for Terrains which is covered in another tip topic.

For solid color Materials use a Constant3Vector expression and specify the RGB value directly.

UE3 doesn't directly support uncompressed RGBA8 textures for dimension sizes above 2 pixels.  To create an uncompressed gradient, use a 2-pixel wide texture such as 2x256.  To create an equivalent uncompressed texture, split the RGB into bitplanes and import each as a G8 8-bit grayscale texture, then re-combine them in the Material.

For Materials that have more than three TextureSample expression or more than 70 instructions, a proper Fallback Material should be created.
For Materials that fail to compile, the engine will automatically start dropping features such as Specular and attempt a re-compile, but this may still cause issues on older video cards such as Shader Model 2.  So it is usually best to create Fallback Materials yourself.


0807.14 · 6971 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.