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https://github.com/pixelindiedev/vertex-lighting-plugin-for-unreal-engine-5

Use vertex lighting in Unreal Engine with just a few clicks
https://github.com/pixelindiedev/vertex-lighting-plugin-for-unreal-engine-5

game-development plugin plugin-repo ps1 retro ue5 ue5-plugin unreal unreal-engine unreal-engine-5 unreal-engine-plugin unreal-plugin unrealengine unrealengine5 vertex vertex-lighting vertex-lighting-in-unreal-engine vertex-lighting-plugin vertex-lighting-unreal-engine-5 vertexlighting

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Use vertex lighting in Unreal Engine with just a few clicks

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# Vertex Lighting Plugin for Unreal Engine 5
![UE5](https://img.shields.io/badge/Unreal%20Engine-5.5%2B-blue?style=for-the-badge&color=0096FF) ![GitHub all releases](https://img.shields.io/github/downloads/PixelIndieDev/Vertex-Lighting-Plugin-For-Unreal-Engine-5/total?style=for-the-badge&color=32CD32) ![GitHub Repo stars](https://img.shields.io/github/stars/PixelIndieDev/Vertex-Lighting-Plugin-For-Unreal-Engine-5?style=for-the-badge&color=FFD700)
> Easily integrate vertex lighting into your Unreal Engine projects with just a few clicks. This plugin is written almost entirely in Blueprint, offering a flexible and accessible solution for vertex-based lighting.

A lightweight **vertex lighting plugin** for **Unreal Engine 5 (UE5)** designed to deliver **per-vertex shading** light rendering.

This plugin is perfect for developers aiming to achieve:
- **Retro game visuals**
- **Stylized shading effects**
- **High performance real-time lighting for distant objects**

> [!TIP]
> [View the Documentation](https://pixelindiedev.github.io/Vertex-Lighting-Plugin-For-Unreal-Engine-5/)

> [!NOTE]
> If you want more retro features like **N64 texture filtering**, **PSX vertex snapping** and **PSX like affine**, I suggest you to use **RetroFX** instead.
> You can download RetroFX by joining [**EvilReFlex's**](https://x.com/evilreflex) discord server.
> If you just need **vertex lighting**, **with some simple additions**, then this project is for you.

## How to Download and Install
**Download the Plugin**
- Get the plugin from the GitHub Releases page or by downloading the source code.
**Install the Plugin**
- Place the plugin folder into your project’s Plugins directory. (Create a Plugins folder if it doesn’t already exist.)
**Enable the Plugin**
- The plugin should be enabled by default. However, double-check that it is enabled in the Plugins menu within Unreal Engine.

![The Vertex Lighting Plugin being enabled](/docs/images/guide_images/plugin_enabled.avif)

## How to Use

1. **Set Up the Plugin**
- In the Content Browser, navigate to the Vertex Lighting Plugin directory.
- Drag and drop the `VertexLighting_Manager` into your level.
A guide image for the VertexLighting_Manager location in the folder

2. **Configure Materials**
- Locate the `VertexLights_MaterialFunction` in the Logic folder within the Vertex Lighting Plugin directory.
A guide image for the materialfunction location in the folder
- Open the materials you want to use and multiply your base color/texture (Input A) with the `VertexLights_MaterialFunction` (Input B).
A guide image for the materialfunction in a material
- Connect the result of the multiplication to the `Base Color` and/or `Emissive Color` of your material.

3. **Add Lights**
- Place a `VertexLighting_Light` or `VertexLighting_Light_Animated` actor into your level to add lights.
A guide image for the VertexLighting_Light and VertexLighting_Light_Animated location in the folder

## Demo Level

The plugin includes a demo level showcasing multiple vertex lighting configurations. Experiment with the light settings to get a feel for their functionality and effects.
The icon of the VertexLighting_Manager

## Credits
> [!NOTE]
> Portions of this project are based and improved upon on the vertex lighting implementation originally created by [**EvilReFlex**](https://x.com/evilreflex), shared via Discord.
>
> These parts are used under the terms of the [Creative Commons Attribution 4.0 International License (CC BY 4.0)](https://creativecommons.org/licenses/by/4.0/).
>
> Modifications were made to adapt his code into a UE5 plugin and to extend its functionality into a way that fits my needs.