For every different map: use it with a simple diffuse shader with emmission or pure emission shader and a simple wireframe render (or using a wireframe shader) and mixing thoes images to build up this diagonale pattern.. and some diagomal lines and text..
I've usually just hacked it together with editor screenshots and photoshop :) You could possibly automate it with an editor utility.
To do it entirely in-engine/in-shader like marmoset does you'd probably need to write some custom code for wireframe and whitebox views, but the deferred GBuffer passes (base colour/world normal/roughness/etc) can be accessed in post-process shaders so you could do some wacky editing there.
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For every different map: use it with a simple diffuse shader with emmission or pure emission shader and a simple wireframe render (or using a wireframe shader) and mixing thoes images to build up this diagonale pattern.. and some diagomal lines and text..
I've usually just hacked it together with editor screenshots and photoshop :) You could possibly automate it with an editor utility.
To do it entirely in-engine/in-shader like marmoset does you'd probably need to write some custom code for wireframe and whitebox views, but the deferred GBuffer passes (base colour/world normal/roughness/etc) can be accessed in post-process shaders so you could do some wacky editing there.
Take a look:
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/PostProcessMaterials/