Speedometer Material Rendering
Speedometer GUI element made entirely of Unreal shaders
A lot of my experience working in the automotive sector involved creating procedural materials to save on texture memory overhead. When I was given this project to replicate as part of a skills test I noticed that the provided assets were very texture heavy. Texture memory tends to be very limited on cluster hardware, so I opted to recreate the assets with a procedural shader instead of binding textures.
Below is a step by step breakdown of how I did the speedometer in the center of the cluster.
First, two grayscale coordinate maps are generated. The first is a simple distance map from the center of the shader area, and the second is a clockwise radial map for generating slices or radial gradients.
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