Creating custom shaders and binding them with the material editor

@ I know this is old, but did you ever find a good example or guide for how the shader binding system works? I’m in a similar situation where I’m trying to make sense of how it actually works (currently I’m learning via breakpoints throughout the code and trying to piece together how all the datastructures and tasks work together).

I also very much wish this was documented, as the code is really hard to follow since so much works via #define magic. Like, could we just get a non-optimized minimal code example that demonstrates how things actually go through the pipe from culling, draw call building, binding on the RHI?

My situation is a little different to what spawned this post: I’m trying to use a material shader on a fullscreen pass with some additional shader parameters: Implementing new render pass questions

I’ll take a peek at at the velocity rendering to see how that works.