Currently the shader folder is hardcoded to [UEInstall]/Engine/Shaders.
This is really impractical, as:
- our codebase does not contain the UE codebase, meaning the created shaders won’t get in the version control system unless we put the file in our sources and manually copy it each time
- immediate consequence: this will need every other dev/artist/whatever to copy that file by hand
Would it be possible that instead of just searching [UEInstall]/Engine/Shaders, the engine would also search in [GameDir]/Shaders first (or something in the like) ? (that way it is possible to override shaders per project).
If I understand correctly it would only need to change LoadShaderSourceFile inside ShaderCore.cpp - I can do that if it helps.
(I would like a dev feedback on this)