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tutorial 03
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Materials 101

Starterguide~2 min read

Learn the main PBR inputs, read a material graph, and use instances to vary a shared material. The final section looks at costs to check when the material is used in a scene.

On this page The Pbr Inputs The Material Graph Masters & Instances What Costs What

3.1The Pbr Inputs That Matter

Unreal's default shading model is metallic/roughness PBR. For many surfaces, start with these five inputs: Base Color (no lighting baked in), Metallic (0 or 1, rarely between), Roughness (where all the surface character lives), Normal, and Ambient Occlusion. Emissive adds glow; Opacity/Opacity Mask appear only in translucent/masked blend modes - both cost extra.

3.2Reading The Material Graph

Placeholder with instructions to screenshot a master material in the material editor
placeholder - a master material graph

The graph compiles to HLSL - every node is shader code, and every pixel on screen pays for it. The core vocabulary: TextureSample, Multiply/Lerp/Add, TexCoord for tiling, Fresnel for rim effects, and Time + Panner for animation. Scalar and Vector Parameters (instead of constants) are what make instancing possible - name them properly from the start.

3.3Master Materials And Instances

M_Master shares graph logic with MI_Wood, MI_Metal, MI_Plastic and MI_Painted, each with different parameter values.
fig 13 - shared material logic with illustrative parameter values

A shared set of master materials can make variation easier to manage. Artists can use instances for common changes, while the team reviews changes to the underlying shader logic.

  • A master material (e.g. M_Environment_Master) defines the logic once: texture parameters, tiling controls, detail normal blending, wind, tint.
  • An instance (MI_Rock_01) swaps parameters with zero recompilation - instant iteration for artists.
  • Static switches in the master let instances toggle features - but every switch combination compiles a separate shader permutation. A master with ten switches can quietly become thousands of shaders. Budget your switches.
The TA's deliverable

A well-designed master material library - 3 to 8 masters covering environment, props, glass, foliage, decals - can give the team a consistent starting point. Choose the set based on the project’s content rather than treating the number as a target.

3.4What Costs What

FeatureCost reality
Opaque material, few samplersThe happy path - cheap
MaskedModerate - disables early-Z optimisations where used
TranslucentExpensive - every overlapping layer shades the same pixel again (overdraw)
Two-sidedDoubles rasterisation work - reserve for foliage/cloth
World Position OffsetVertex cost on everything using it, plus shadow/culling side-effects
Many texture samplers16+ samplers stalls; pack channels (ORM) instead

Check your work with the Shader Complexity view mode and the stats panel in the material editor. There's more detail in Performance -> Materials & Shaders.