How to create custom shader?

Hello, I’m a beginner graphics programmer and I’m interesting in all stuff related to rendering. For me it seems that graphical part of UE4 is the half of the engine, but I can’t find any information about it. Yes, I’ve read this 2 pages in documentation about graphics development but: 1. It seems outdated. 2. Well, I can’t understand anything - it’s so brief and dry.
In learning purposes I want to create a shader (a set of shaders) that uses all pipeline stages. Where should I start? Can you provide a step by step guide what classes I need, how to implement this in engine (because I bet I need to modify source code).

Hi ,

I saw your previous posts. The hair work is awesome! I asked a question in this thread (hair), but it seems that data lost due to some database problems yesterday. I spent 2 days on ue graphics stuff but still have very little progress. Can I help you with documentation somehow?

If I understood correctly, FGlobalShader is a post processing thing.
I think that overview of the architecture would be great. With some simple flat color shader that pass through all pipeline stages.

Hey , are you still going to be writing any documentation on this?

Bump :smiley: been coding shaders for years and as I’m going through the UE4 “materials” video tutorials I’m facepalming so hard, there’s gotta be a way to just code those up instead. A full screen of 6-8 fat wire-connected nodes for what could be 2-3 lines of shader code? This would drive me mad in practice… I’m happy all the artsy code-hating types have a clicky tool but sheesh let me just code shaders close to the metal… , did you ever get around to writing down some notes of your experiences on this?

Bumping on this too, would really love to see a clear workflow or the appropriate way on how to create custom shader work on Unreal Engine.
The least I could do is to replicate what did on FluidSurface, any notes you could share with us ?

Has there been any word on the documentation?

I read your thread on Metaballs by the way and there you said “Feel free to comment in https://forums.unrealengine.com/show...r&goto=newpost if there is anything specific you would like me to cover, or any certain effects you want to see.” So I hope this isn’t bothering anyone but I have some requests for the shader guide (and I generally would really like to see something like this):

glitch-looking effects, or an old vhs-style, kinda like Silent Hill 3 had. Also the deep, dark, grainy black and white look of Tetsuo:

Of course, I don’t expect you to show all of those (or any of those), just saying what I’m interested in seeing.

You might probably want to look at this [Tutorial] Pixel and Compute Shaders in UE4 - C++ - Epic Developer Community Forums Temaran write a good documentation and for anyone interested to custom shader authoring

I use the Unreal Editor that came with Star Wars: Republic Commando. If I may, could someone please tell me how to export a shader and edit it to the point at which it would best befit these two images?
501stCommander.bmp and 501stCommanderHelmet.bmp are the names of the images. I cannot seem to post them here, so if at all possible. you can send me a private message requesting my email contact information.

Or, better yet, you can take a look at the flickr photos shared by yours truly, Coltrane Eightone.

If I may, is anyone still here?