Spherical Shader uses a material function which plugs into the World Position Offsets of materials to create the illusion that levels are round and spherical.
Spherical Shader allows you to create the illusion of a spherical world by simply using a Material Function and a Blueprint Component. Although a Material Parameter Collection is used by the Material Function, its parameters do not need to be directly set. They are controlled by a Blueprint Component. Technical Details
Material Function with all the logic to create the sphere effect Material Parameter Collection that adjusts parameters in the Material Function (though these values do not need to be manually adjusted) Blueprint Component which is added to the player character or actor which the sphere effect should move with
Demo Content Includes:
Demo map with Spherical Shader applied to static meshs, foliage, and landscape Static Meshes (1 floor, 1 pillar, 3 walls, and 1 stairs with diffuse and normal textures) Foliage (1 static mesh and diffuse texture) 2 terrain textures with normal maps 3 example materials with Spherical Shader applied Spherical Shader blueprint component applied to the player character
To Use the Shader:
Add the included Material Function to the World Position Offsets of your materials Add the included Blueprint Component to your player character
This material function affects vertices only and not collision. As such, certain gameplay mechanics, such as those using line traces from the camera, might not appear to match up with geometry when this shader is used. This shader requires enough vertices on meshes to allow them to be deformed spherically. Very low poly meshes such as basic primitives will need extra subdivisions for them to appear round. This shader works in Mobile Preview and has been verified to work on several Android devices. It has not been tested on iOS hardware.