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UE5/01.Fab_관련문서

[Fab] PixelWeatherFX - Document.

by 도트월드 2026. 2. 1.

fab Link :  https://fab.com/s/ff1092b5771d

 

[Prerequisite Setting for Occlusion]

To enable the Occlusion features, you must activate the Custom Depth Stencil Pass in your project settings:

  • File: DefaultEngine.ini
  • Section: [/Script/Engine.RendererSettings]
  • Setting: r.CustomDepth=3 (Enabled with Stencil)

 

* Rain Post Process Material Parameter ( Simple Version )

Rain Post Process  ( Simple Version )

 

📂 Group 01: Appearance (Visual Fundamentals)

  • Rain_Color (Vector): Defines the color of the raindrops.
  • Rain_Opacity (Scalar): Controls the overall transparency of the rain.
  • Rain_Glow (Scalar): Adjusts the emissive intensity of the rain streaks (ideal for night scenes).
  • Rain_Softness (Scalar): Controls the softness of the rain streak edges.
  • RainMask_Thin_Pow (Scalar): Manages the thickness and density of the rain streaks.
  • Rain_Tex (Texture): The source texture used for the rain particles.

📂 Group 02: Transform & Tiling (Layout & Scale)

  • GridX / GridY (Scalar): Controls the horizontal and vertical tiling density on the screen.
  • Rot_Rain (Scalar): Adjusts the rotation angle of the falling rain.
  • Rain_Tex_Padding_Inverse (Scalar): Adjusts the spacing between particles within the texture.
  • AddU / AddV (Scalar): Manages manual UV coordinate offsets for positioning.

📂 Group 03: Animation (Motion Dynamics)

  • Time_Speed (Scalar): Controls the overall animation play speed.
  • Offset_Speed (mul / add / pow): Variables that provide velocity variations between streaks to create a sense of depth.

📂 Group 04: Occlusion & Masking (Environmental Shielding - Core Feature)

  • Block_CustomDepth_Stencil_Value (Scalar): Designates the specific Stencil ID used for occlusion.
  • Rain_CustomStencil_Block_Rate (Scalar): Controls the intensity of the stencil masking (Full occlusion vs. Semi-transparent).
  • Rain_Depth_Distance (Scalar): Sets the starting point for distance-based fading (Distance Fade).
  • Rain_Depth_Block_Rate (Scalar): Adjusts the falloff intensity of the distance-based occlusion.

📂 Group 05: Advanced (Fine Tuning)

  • Pre_Rain_Mul / Alpha_Mul / Pow: Internal mask correction values applied before final rendering.

 

 

* Snow Post Process Material Parameter ( Simple Version )

Snow Post Process ( Simple Version )

 

📂 Group 01: Appearance (Visual Fundamentals)

  • Snow_Color (Vector): Defines the snow color (Pure white, stylized blue, or gray).
  • Snow_Opacity (Scalar): Overall transparency; lower values create a lighter, misty snow effect.
  • Snow_Glow (Scalar): Emissive intensity for fantasy or nighttime environments.
  • Snow_Softness (Scalar): Blurs the edges of the snowflakes as the value increases.
  • SnowMask_Thin_Pow (Scalar): Sharpens or thins the snow mask for a "fine powder" look.
  • Snow_Tex (Texture2D): The source texture for snow particles.
  • UV2_Shift_Value (Scalar): Applies a subtle offset to UV coordinates to reduce visible tiling patterns.

📂 Group 02: Transform & Tiling (Layout & Scale)

  • GridX / GridY (Scalar): Controls tiling frequency; higher values result in smaller, more frequent patterns.
  • Rot_Snow (Scalar): Rotates the snow pattern to break visual monotony.
  • Snow_Tex_Padding_Inverse (Scalar): Corrects padding between tiles to prevent texture edge bleeding.
  • AddU / AddV (Scalar): Manual UV coordinate shifting for fine-tuned positioning.
  • Tile_Border_Alpha (Mul / Add / Pow): Advanced controls to soften or sharpen the alpha at tiling boundaries.

📂 Group 03: Animation (Motion Dynamics)

  • Time_Speed (Scalar): Adjusts the falling speed of the snow.
  • Offset_Speed (add / mul / pow): Advanced motion controls for creating unique flow patterns.
  • Wave_Period (Scalar): The cycle of the swaying motion (wind effect).
  • Wave_Scale (Scalar): The amplitude/strength of the swaying motion.
  • Wave_Noise_Rate (Scalar): The speed of noise variation for natural, randomized movement.

📂 Group 04: Occlusion & Masking (Environmental Shielding - Core Feature)

  • Block_CustomDepth_Stencil_Value (Scalar): Reference value for Custom Depth Stencil masking.
  • Snow_CustomStencil_Block_Rate (Scalar): Intensity of the stencil-based occlusion.
  • Snow_Depth_Distance (Scalar): Camera distance range for snow visibility (useful for indoor/outdoor separation).
  • Snow_Depth_Block_Rate (Scalar): Intensity of the depth-based occlusion.

📂 Group 05: Advanced (Fine Tuning)

  • Pre_Snow_Mul / Pow / Alpha_Mul: Final correction values for snow intensity, distribution curves, and alpha masks.

 

* Snow / Rain Post Process Material Parameter ( Layered Version )

 

📂 Group 00: Layer_Control (Multi-Layer Management)

  • L1 / L2 / L3_Weight: Individually controls the weight (transparency and influence) of each layer. This allows you to set different particle densities for the Foreground, Midground, and Background, creating a professional parallax depth effect.
  • Note: All other sub-parameters within each layer are identical to the Simple Version.

 

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