Having this kind of ability to quickly iterate on compute shaders would really add a lot of value to UE, as someone who is not an HLSL expert i feel like i would need to go to unity to learn at a reasonable pace then come back to UE once im expert enough to work around ue’s poor support.
Well its been done for all translucent materials. I dont mean fully integrated lighting, but being able to use shadowmaps and basic lighting( like translucency does) will be a huge benefit.
Anyone knows if any of the issues with shader development had been addressed in 5?