Using RenderDoc in other engines, for the particular drawcall i always got pretty compact and easy to read shader code. Not 100% sure but i think all of that code was actually used in that drawcall.
In Unreal i always get ~16k lines of code, and i assume that it just shows lots of actually unused code. So to see whats happening i have to debug step-by-step which is times slower. Any idea if there are ways to force RenderDoc show more relevant and compact code for a drawcall? Obviously ~16k lines of code are not executed on each drawcall.
If you’re as blind as I was when I created this post - you can press “View” instead , that would indeed show you only the relevant part, so you could track stuff easier there and switch to Edit if you really need to. There is also a debug functionality in RenderDoc to step-by-step your shader.