Is it possible to make a complex material in the material editor and then to copy it as HLSL code block and use it in an other engine like unity ? if so, how does it work in a matter of licence?
No, Unity doesn’t use the same shader language as UE4
I was sure they are all using HLSL…
No, Unity uses Shaderlab
Alright thanks !
I always thought ShaderLab is simply used to encapsulate some of Unity specific functions and you can actually write vertex/fragment shaders in HLSL for Unity with some minor tweaks? However, I’m not sure how the rendering approach would map across, with UE4 using a PBS approach, which you would more than likely have to set up in Unity with some shader magic.
I wouldn’t be surprised if someone has created a plugin for Unity that supports HLSL, but by itself it doesn’t.