Obligatory - UE4 newbie here - So pardon me if I do not know things.
I am looking at writing custom shaders to load (static) meshes in the scene (Basically load index buffer and vertex data in). Similar to gltf files.
As I am doing my research, I understand that there are Global Shaders (mostly 1 per scenes and used for things like post process etc) and Material Shaders (Which can have applied to various objects in the scenes) - So I guess I should be looking more in to writing Materials shaders. (vertex and pixel shaders here)
So I read the following tutorials/links I could find :
- UE4 Rendering - 6 part series - Matt Hoffman – Medium
- Learning Unreal Engine 4: Adding a Global Uniform Shader Parameter(1) | by YiChen Lin | Medium
- Unreal Engine 4 Custom Shaders Tutorial | raywenderlich.com
I have some questions :
- Should I be implementing it as a plugin or local module? I assume in UE4 plugins systems there is not much of a difference(?)
- To start off with I am looking to load a simple triangle or cube 3d model into the scene with my custom shaders - I found this blog post (Yet another blog...: Adding Global shaders to UE4 v2.0) but I havnt manged to get far ahead. Does any one know of any resource /sample/tutorial doing the same? It is a pretty basic use case so I guess there should be some tutorials but I havnt any yet.
- I found this GitHub - sp0lsh/UE4ShaderPluginDemo: A tutorial project that shows how to implement HLSL Pixel and Compute shaders in UE4 - But I am still looking through it to understand and extent it to load a simple model . Any pointers would be appreciated.
Do I understand it correct (on a broader level) or I am missing something here?