Hello and welcome "Into The 3D". Today we are going to create this
kind shield effect in Unreal engine 5. First you can download and import the
texture that i provide in the descriptions, and basically this is a simple hexagon texture
coming with starter content of Unreal Engine. After that, right click on this
area and create a new material. We can rename this as shield material, and if you double click on this, it will open the
material graph. First, select the default shader, go under the details panel and change the blend
mode to translucent, and shading model to unlit. Also, if you want this effect to be visible from
all sides, make sure to enable two-sided option. To begin with, we are going to create
two constant three vector nodes. This is the first one, and you can also create
it by holding three on your keyboard, and left click on an empty area. Then, make the first constant node any color that you like, i will go for blue, and the second one, I will make it all the way to the white. After that, create a linear interpolate node, and connect the first color to the A, second color to the B, and
let's move them a bit back. Now create a fresnel node. and i will leave the default settings, but you can play around and see the effects of this. Then, from the fresnel node, create a cheap contrast, and right click on the contrast, and promote it to a parameter. Then make the default value 0,2. If you just connect this to the alpha, and the lerp node to the emissive color , you will see the effect that we have created. Now, create a depth fade, and from this one, let's create a one minus node, and also we can create a max node. Okay, this one. Connect the one minus node, to the B. cheap contrast, to the A, and the max
node, to the alpha of the lerp node. Let's also change the fade distance default value to 20. And basicly, this node will create a nice smooth effect, when
the edge of the material interact with an object. Now, we can create a texture coordinate node, and from this one let's create a texture sample, and under the details panel select
the texture that we have imported. If you want to see what this node does, right click on this, and select the start previewing option. Go back to the texture coordinate
node, change the U tiling to 12. V tiling to 8, and you should get
the same result if you made it 12x8. Now, right click and select
the stop previewing option, then create a multiply node, connect the RGB to the A, and from the B, create a generated band node. Again, to be able to see the effect, right
click on it and start previewing the node. After that, right click on the
width, promote it to a parameter, and make the default value 0,2. Then, from the input
coordinates, create a panner node, and change the speed Y to minus 0,5. Great, we have created an animation, so
now we can stop previewing this node. Then, if we just create another max node, and
connect this one to the input A, Multiply nodem to the input B, and finally, connect the output of the max node to the opacity. this is the final result, and if you are happy with this, you can click on the save button, and close this graph. Let's open the character blueprint, go to the viewport, and add a sphere component. Let's scale this up Something around this. Change the default material, to
the material that we have created, and i will change the collision
preset to no collision. Compile and save the settings, press play, and have fun with the result! If you want to see more content like
this, don't forget to like this video, and hit the "Subscribe" button. Once again, thanks for watching, I see you guys next time.