Core Pack
UE5 is the source of truth here. Keep the graph readable first, then branch into project-specific versions only when the base is proven.
UE5 / Core Pack
Reusable color and emission logic for gradient remaps, edge color, emissive boost, and controlled glow hierarchy.
UE5 is the source of truth here. Keep the graph readable first, then branch into project-specific versions only when the base is proven.
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Separate color choice from brightness. It keeps palette changes safe when the effect moves between levels.
Why: artists can rebalance mood without accidentally changing the mask logic.
Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
Separate color choice from brightness. It keeps palette changes safe when the effect moves between levels.
Why: artists can rebalance mood without accidentally changing the mask logic.
Separate color choice from brightness. It keeps palette changes safe when the effect moves between levels.
Why: artists can rebalance mood without accidentally changing the mask logic.
Separate color choice from brightness. It keeps palette changes safe when the effect moves between levels.
Why: artists can rebalance mood without accidentally changing the mask logic.
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Get a clean black-and-white read first; color, glow, and distortion should only support that read.
Every exposed value should answer a real art question: how fast, how wide, how bright, how soft.
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float shaped = smoothstep(threshold - softness, threshold + softness, inputMask);
float edge = shaped * (1.0 - smoothstep(edgeWidth, edgeWidth + softness, abs(inputMask - threshold)));
return float2(shaped, edge);06
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