My Glint Research in Unreal Engine
The new Substrate Materials in Unreal Engine 5.3 allows designers to put glitter on appearance: https://youtu.be/XpPy5iQ-c6w
The appearance model used is one of my research results: https://xavierchermain.github.io/glint_anti_aliasing/.
At SIGGRAPH 2023, Sebastien Hillaire and Charles de Rousiers did a presentation to describe the new material system in Unreal Engine, and they decided to add support for glint: https://advances.realtimerendering.com/s2023/index.html#Strata
The shader graph is simple, and the documentation is clear. In less than one hour, I was able to set up a glittery appearance. I can’t wait to see the glittery 3D scenes the artists will create.
The glittery model was developed at the University of Strasbourg during my post-doc with Simon Lucas, Basile Sauvage, Jean-Michel Dischler and Carsten Dachsbacher
WebGL: http://igg.unistra.fr/People/reproctex/Demos/Real_Time_Glint/
Shadertoy: https://www.shadertoy.com/view/wstcRH