How to iterate faster when implementing a custom shading model? (Modifying core shader files)

I’m currently implementing a few custom BRDFs and that requires recompiling some core shader files such as ShadingModels.ush. So far the only way I know how to recompile it is to restart the editor. I was wondering if there’s a better way?

Only bumping this because it was never replied to.

I tend to use “recompileshaders global” when making shading model changes.

if you’re running in deferred, then the actual shading passes are global shaders, so this is good enough to get you most of what you’re interested in. There will be some blind spots like anything forward rendered and likely others, but it’s good enough.

Just be careful not to restart the editor, else you’re in for a world of pain as all your materials recompile.