UE5 / Core Pack

Edge Response Pack for UE5

View and contact response logic for Fresnel, rim light, depth fade, intersection highlights, and edge shaping.

UE5 first

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.

01

Goal

Target: View and contact response logic for Fresnel, rim light, depth fade, intersection highlights, and edge shaping.

02

Use Cases

Core PackForce fields and shieldsGood for view-angle rims, contact lines, and hit highlights that define a transparent surface.
Core PackHologramsAdds edge readability so transparent blue surfaces do not vanish in bright scenes.
Core PackMagic silhouettes and contact highlightsUse when the effect needs a controlled outline or ground contact cue without adding geometry.

03

Core Blocks

1. Fresnel response

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.

2. Rim masks

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.

3. Depth fade

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.

4. Intersection glow

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.

5. Edge color and intensity

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.

04

Node Graph Flow

Input dataShape signalAnimateRemap colorControl alphaOutput

Start from the signal

Get a clean black-and-white read first; color, glow, and distortion should only support that read.

Expose decisions

Every exposed value should answer a real art question: how fast, how wide, how bright, how soft.

05

HLSL Equivalent

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

Artist Controls

07

Production Notes

Production check: keep the read clean, then measure cost in the scene where it actually ships.
  • Preview masks by themselves before judging the finished color.
  • Name parameters the way an artist would search for them in a Material Instance.
  • Keep a cheaper instance for background, crowd, or repeated usage.
  • Write down the gotchas while they are still fresh.