Could you please post a screenshot of the portion of your texture that you changed the node in? I am still personally learning as well but had encountered a similar issue when I was creating materials with alot of textures.
Also I have noticed as an example using premade demo maps like the Elemental and Shooter Game maps where that happens if you up the build quality. I am unsure as to why that might happen mind.
So this seamed to have started after the 4.1 update
I have a shader which when i made a change in the previous version of the engine would count down from around 350 when compiling only after i hit Apply.
Now when i edit the shader or any other shader it counts down from 1,000-1,700 as soon as i make any chhange, assuming this was a bug i tried reconnecting a node that was already connected over and over and each time i did the shader compiling count would jump by 1,000…
Is this a known bug or am i the first one to encounter this?
I have just upgraded to 4.1 and now when I make a change to a material I have around 300 shaders compiling. My project has two materials in it, and 6 textures, so hardly anything particularly taxing. I get approximately 300 shaders compiling when I do anything in the material. Add a constant, add a texture sample. Currently my material just has 2 textures plugged straight into it.
Prior to 4.1 I never even noticed it compiling shaders when I made a change!
I have the same thing happening. Even making a material with a single constant plugged into the Diffuse will require around 100 shaders to compile. And any small change to anything within the material, even changing the constant from 1 to 2 will require 100 shaders to compile. Eventually all the small changes you do will add up and start going to the 400’s and 800’s if you’re making a lot of small changes in a rapid succession. This didn’t happen in the previous version and I hope there’s a fix soon!
I’ve found that the number of shaders compiling goes up by a few hundred every time I make a change to the material (example, the default value of a scalar parameter). Oddly, it doesn’t “start over” at zero when I make a change, it appends more.
[1]: 5280-dxdiag.txt (69.4 KB)
Yeah, it’s the same for me, as soon as i even open a shader it starts compiling at the actual shader count then EVERY change i makes multiplies that number then if i hit Apply while its compiling it multiplies again. It makes shader creation a very tedious process since the 4.1 update
I have 6 cores with 12 threads though and this doesn’t really answer the questions as to why it multiplies the shader compile count every time there is a change. I mean a 100 instruction shader can turn into a 20,000 plus shader compile after making changes.
Our lead rendering programmer, posted a response on another thread. Here is what he said:
When we added support for async shader compiling it significantly reduced the amount of time the editor blocks when updating the preview material. It was a great workflow change for our artists but I can see how it would be frustrating on some hardware, especially CPUs without many cores.
The Version 4.1 and 4.1.1 feels like it takes a bit longer to load on some things and compiling shaders does seem to take a bit longer, early load one of mine took 15 minutes when before it was about 30 seconds to 1 minute. When you Compile it does seem to compile multiple vs targeted in the graph too. it has improved in other areas though no doubt.