Community Tutorial: Custom shading models directly in your material graphs

A guide to exposing lighting data to the material graph in UEs Forward Renderer, allowing for creation of arbitrary shading models without the need for further Engine modification nor GBuffer restrictions.

https://dev.epicgames.com/community/learning/tutorials/ow0x/unreal-engine-custom-shading-models-directly-in-your-material-graphs

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Hi @AbidNaga, that’s a pretty interesting tutorial . Regarding the last part (Volumetric Lightmap and Reflection Capture sampling in the material) : you should ask this guy , he knows an answer .

Hi. While following the tutorial, I came across this line in BasePassPixelShader.usf Light Smuggler Base Pass Function Implementation:

include “LightSmuggler/LightSmugglerPixelShader.ush”

However, the file LightSmugglerPixelShader.ush doesn’t seem to be included anywhere in the tutorial files. Am I overlooking something, or is this an error in the tutorial?

I’m asking because even after modifying the engine as shown in the tutorial, switching the shading model to LightSmuggler doesn’t give me access to FSmuggledLight or LightSmugglePack in the custom node.

Has anyone else run into this issue or found a workaround?

Any clarification would be greatly appreciated!

Thanks in advance!