[Community Project] WIP Weather & Water Shader

Noted. He will know.

I do know the importance of blueprints. My current asset selling at MP is based in blueprint, thou it was first produced in C++. For me it was an experiment and while I watch the versions coming and go, I do check that version if it is hard to maintain and how it is affected, since the rendering module at engine and related APIs are the ones that most change. I would not disguise, it creeps me out the amount of errors that I see, but meanwhile it is getting better and C++ version will be released in the future, with even more features and performance.

Back to topic, it is not hard to have a good shader in BP, but the is really when you start to add features, the performance suffers too much, and while the material editor is good enough for most of the cases, you are quite limited on what to do to improve performance, even trying to insert some HLSL here and there. Compute shaders are a way to use some extra horse power inside the GPU to parallel some stuff, and is currently one approach we are going after when developing the FFT and Gerstner version with compute shaders, to be able to add features. The version 4.19 and 4.20 brought to the table some features that we will work, we will develop more materials for each scenario of use and we are sure that the end result will compensate.

As I told you, even if does not accept the change, I still have my that I will try to have a version in blueprint, therefore you will have one of them for sure, hopefully both. Im just one guy with 24 project ideas, working on 5 simultaneously and not enough time even working 15 hours a day. We will get there, eventually :wink: