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UE5.6 stylized portal shader help — Ratchet & Clank inspired

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Hi!

I’m a first-year game development student working on an Unreal Engine 5.6 project, and I’m trying to create a stylized portal shader inspired by Ratchet & Clank: Rift Apart .

My goal is to achieve:

  • a glowing outer ring,
  • animated radial lines/filaments,
  • a deep inner portal/tunnel look,
  • subtle movement so it doesn’t feel like a static texture,
  • a result that still looks good from the side, not only from the front.

I already have a basic material and mesh setup. The portal is made with separate elements for the ring and the inner center/tunnel, but I’m struggling to make it feel deep, dynamic, and close to the reference .

Here are my current screenshots:



And here is the kind of reference/look I’m trying to approach:



I would really appreciate some guidance on the shader/material setup.

More specifically, I’m wondering:

  • Should the depth effect be done mostly with the material, the mesh shape, or both?
  • What kind of nodes/techniques should I focus on for the animated filaments?
  • Would polar coordinates, noise, panning textures, Fresnel, depth fade, or emissive masks be useful here?
  • How would you structure the material to separate the outer glow, the radial lines, and the inner tunnel effect?

I’m not asking someone to make the whole shader for me, but I’d really like to understand the right direction and techniques to use.

Thanks a lot!

Replies

  • Eric Chadwick
    Well, using reverse-image-search on your reference, here's a video of the effect (at 8:50) 
    https://www.youtube.com/watch?v=jdD8zDbp2Qo&t=530s

    This uses a mask inside the "portal" to blend with a cubemap, or if you want to get more advanced and have a "live" view of the next level then you can render the next level to an offscreen texture and use that dynamic texture inside your portal. 
  • Daimos

    Thanks! That makes sense.

    For now I’m not trying to make a fully functional live portal to another level. I mainly want to fake the visual depth and make it look closer to the reference.

    My current setup is pretty simple:

    • one separate plane/material for the outer ring,

    • one plane/material for the inner core,

    • both are unlit emissive materials,

    • the ring uses an electric ring texture with pulse/emissive,

    • the core uses a dark/purple crack texture + moving noise/distortion.

    The main problems I’m having right now are:

    • the center still feels too flat/transparent,

    • the portal does not really feel like it has depth,

    • from the side it still feels like flat planes,

    • I’m not sure if the inner part should be a cubemap, a fake tunnel mesh, or just a better material.

    Would a good approach be:

    1. use a thicker 3D mesh/torus or layered planes for the outer ring,

    2. use a circular mask on the core,

    3. put a cubemap or fake tunnel texture inside the core,

    4. animate UVs/noise in polar coordinates for the motion,

    5. keep the bright filaments as a separate emissive mask?

    I’m trying to keep it achievable for a student project, so I’m mainly looking for the best fake/optimized approach rather than a full real-time portal system.

  • Eric Chadwick
  • Daimos

    Thanks! I checked the tutorial.

    It seems very useful for the Niagara/particle part of the portal, especially for the outer energy rays and the dynamic feeling. I think I’ll use it more as inspiration for an extra VFX layer around the portal, rather than rebuilding my whole effect from scratch.

    For now I’m going to first clean up my existing setup: separate ring and core meshes/materials, fix the inner core opacity/mask, and make the outer ring read better. Then, once that base is stable, I’ll maybe add a small Niagara layer on top.

    Thanks for the link!

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