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Média 1 pour l'article Moving Cubes Shader

Description

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(1min 10sec) Quick Tutorial Video

A dynamic floor shader system for Unreal Engine 5 that creates the illusion of a responsive, shifting surface. The Moving Cubes Shader makes grids of cubes rise and follow the player, adding motion and atmosphere to your world. Whether you're building a sci-fi corridor, puzzle arena, surreal environment, or a boss level, this system adds depth and interactivity with minimal setup.

It supports both Static Mesh Actors and HISM-based setups—giving you flexibility for small-scale scenes or massive environments. For example, using 5,000 individual Static Mesh cubes would typically result in 5,000 draw calls and 5,000 material instances. With HISM, that’s reduced to just 1 draw call and 1 material instance, making it way more efficient. The system is lightweight, fully customizable, and easy to drop into existing Blueprints or level setups. It’s powered by a single, optimized C++ Actor Component that handles all tracking logic for both Static Mesh and HISM-based solutions.

You can adjust tracking behavior, movement range, visual offset, and swap out the cube mesh for smooth or hex-based pillars to match your visual style.

Project Setup Requirement

Make sure "Extend default luminance range in Auto Exposure" is enabled in your project settings.

The included demo maps rely on this setting for correct exposure and emissive lighting behavior.

⚠️ UE5.6 Notice!

StaticBoolParams in materials did not work correctly in UE5.6 when used with emissive materials.

To resolve this, two additional materials have been included and should be used when emissive effects are needed on moving objects:

- M_MovingCubeEmissive

- M_MovingCubeHISMEmissive

These materials are configured to work properly with Lumen in UE5.6, and are demonstrated in the included demo maps.

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