UE4 Material – Glass

I found couple posts / questions about glass (or window if you like) material in Unreal Engine 4, so I decided to make easy-to-use templates. Features are described below. Hope you like it.

I use 2 master materials: Glass_Master and GlassShattered_Master to define various glass materials.

Glass_Master uses additional dirt layer (optional)

Parameters you can control:

  • Color // Controls glass tint
  • Opacity // Controls opacity
  • Refraction // Similar to refractive index. I don’t use physical-based values for glass (~1.490 – 1.492) since, in my opinion, it gives unrealistic results for thin surface (image was too distorted).
  • Roughness // A constant that defines how rough is the surface.
  • SpecStrength // Controls reflections intensity (based on Roughness value)
  • Texture tile // Glass/Normal map tile
  • UseNormal // Must be enabled if you want to use Normal Map
  • NormalMap
  • HeightRatio (only in GlassShattered_Master) // controls BumpOffset
  • GlassTexture (only in GlassShattered_Master) // It’s input for RGB texture. R channel blends with glass color, G channel controls opacity, B channel – is used for bumpOffset.
  • Dirt color // Color of a dirt layer
  • DirtIntensity // 0.0 – no dirt layer, 1.0 – maximum dirt map intensity (based on texture)
  • DirtMask // Texture used to create dirt. It uses only red channel
  • DirtScale // Controls DirtMask tilling

GlassShattered_Master doesn’t have dirt layer.

Example Material Instanced in the package:
– Clean
– Dirty
– Colored (blue, red, etc)
– Milky
– Shattered 1
– Shattered 2

Did you like this pack?

Check out also the Advances Glass Pack (link)
YouTube: (link)


Password for archive
007_Glass_pass