Hello, welcome to this lesson in Unreal Engine. In this lesson we'll learn how to use post-processing materials in Unreal Engine. Launch Unreal Engine. Open the advanced landscape project. First thing we'll do is we'll modify our cave and add a third person character to our level. Zoom out. The rock in the back of the cave I'm actually just gonna delete it. Next, open the content drawer. Click add. Add feature or content pack. Select the Third Person and add to project. Close the panel. Next in world settings, select the game mode override to BP third person game mode. Next, add a player start and position it in the rear of the cave. Play the level and run through the cave to make sure everything's working. Escape to stop. Next we're gonna modify our existing post process volume and add a new one. Select the post process volume. Search INF. Uncheck 'infinite extent.' We wanna keep this localized now. Hit F to focus. To be near the cave, what we're gonna do is we're gonna scale it up. Make it wider in the width. Give it enough area so it covers your player start. Also move it to where the outer edge just comes to the edge of the cave where the cave exits. Now we'll add another post process volume under volumes. We'll rename this heatwave underscore pp. Move this Y and cube away from the cave closer to the trees, the center of the trees. Scale it up. Make it big enough to cover all the trees and where the edge just crosses the cave. May have to move it. Make sure it's touching the ground or a little bit below the ground and it's lined up with the cave. You can overlap post process volumes. That's okay. Move our virtual camera into the tree area so we're inside this new volume. Next we need to create a special material that works on the post process volume for advanced effects. Open the materials folder. Right click. Make a new material. We'll name this M underscore heatwave. This will be our master material. We'll also make an instance of this. So right click. Create a material instance. We'll name this MI heatwave. Back in the outliner select the heatwave post process volume. In the search, search for material and the post process materials you'll see something called array. Click the plus add a new element. where it says choose click asset reference where it says none click in there. We're gonna search for our heatwave material but we want the material instance. Make sure you choose the instance. It says MI heatwave. Post process material affects everything inside the post process volume. Next, we're gonna open up the M heatwave master volume. We'll move this note over to the right a little bit. We also wanna keep our window, you might wanna scale your window and resize it so we can see a bit of the level behind it see our changes. This node needs to be changed. So under material domain we're gonna change this to post process. As you can see, there's just an emissive color pin. Next, we need a special texture node. Right click, search for scene. Select a scene texture. This works with the post process volumes but we need to change the ID from scene color to post process input zero. Let's do a quick test to see if we have all our nodes working with the volume. Pull a wire from the scene texture and search blend. Select blend screen. We'll wire that to emissive for now. Do need to add a color to this. So hold down the three key click. Say it's a vector, three color node. Wire that to the base and the color swatch. We'll give this a reddish tint. Click okay. Now click apply. As you can see on our level, because we're inside this post process volume, the material texture changed everything to a red tint. That's exactly what we want. So now, let's click back into color swatch. Go back to black. We'll be adjusting this in a material instance. Click apply. Next, we need to add a distortion, so we'll need to import a normal map to wire to the UV input of the scene texture node. Open the content drawer. Select the all folder and we're gonna search for water. Drag a T water node in. This is a normal map. This texture has three values, R, G, and B but a UV is only a scaler two. We're gonna drag a wire up from the texture and we're gonna search component and we want a component mask. This will mask out your values. We'll make sure just R and G are selected. So that's two outta three that takes care of our vector two. The texture sample normal map needs to be fed UV position information and we also wanna animate the position of one of the coordinates. Make some room on the left. Right click. Search text. Select a texture coordinate. Drag a wire out and search pan. This is a panner which will move a U or a V value over time. Wire the panner to the UV pin of the normal map. Next, we need to add the output of the texture coordinate with the output of a normal map. Drag another wire from the text coordinate node and search ED. This is a math function, allows us to add values. Now we're gonna wire the mask RG into the B. Finally, we're gonna wire the output of the ED to the UV input of the scene texture. As you see in our preview, we see our distortion now. Click apply, and now we're getting our distortion. So this seems to be working. Only problem it's working a little too well. So any parameter can be adjusted by using a math node. We're gonna break the RGB pin by holding ALT and clicking. We'll drag a wire out. We'll search and multiply or MLUT and add a multiply math node. We'll wire that back into the mask and we just need to scale our one to feed the B value so hold down the one key. Click. Wire that to the B channel. We'll make this adjustable so right click. Convert the parameter and we'll name this parameter distortion amount. In the left panel we'll set the default value to 0.1. Last thing we need to do, go back to our panner. Select it. We'll change speed Y to 0.1. Now you can see we've got a movement. We'll click apply, and now we've got a nice watery effect or a heat distortion effect. This can be used for either underwater or for heat distortion. Let's go back to our color. They're feeding into the blend. We'll change this to a parameter as well. We'll right click. Convert to parameter. We'll just name this tint. We change the color of tint as we've done before. We'll hit apply. It colorizes. Now this parameter, we can adjust this with the material instance. We'll hit save. We'll go to content drawer. Open the materials folder. Put our heatwave instance. Now we can adjust to real time. We'll check on distortion amount. We'll check on tints. Now you can click and drag and need distortion amount and make the effect change to your liking. I'm gonna try a 0.05 and I'm gonna change my color to a red, even a reddish-orange is fine. Click okay. Close the panel. Now we'll save all. Save selected. Play the level. Have your character run through the cave and into the trees. See as we cross the different post process volumes we get different effects. In the next lesson we're gonna learn how to render a movie in Unreal Engine. Thanks for watching.