collin

UE4: Procedural Spiral Vertex Shader

Z-Down Z-Up

Here's a little project I put together that uses basic math equations to offset the vertices of a given surface around a world space location and recalculates the vertex normals based on that offset. The world space location is defined by setting a material collection in a blueprint class, and referencing it in the base shader.

Below is the base material I made to calculate the vertex offset of the spiral and blend it with a world space gradient.

Material

If you want to check it out for yourself, you can download the project files on Gumroad.

Download Project Files
{{ message }}

{{ 'Comments are closed.' | trans }}