Hey again! So, since I am not much of a video person I am just gonna post some graphs. My mastershader looks like a complete clusterf*ck, so I am gonna isolate the parts that are relevant to the moss, otherwise it will be too messy :P I am going to assume some basic knowledge of Unreal and SD for this. Otherwise there are…
Thanks :) ah it's really just a fresnel calculation put into a material function. It brightens glancing angles based in the surface normal and darkens surfaces directly facing the camera. Simulating the fuzzy look of moss. There is a premade node for it in Unreal, but its real easy to make yourself as well if you want to…