Unreal’s rendering pipeline is refactored since 4.22, but Epic’s documentations about their rendering pipeline is really not helping.
What I want to do is add a custom base pass(using FMeshMaterialShader
and FMeshPassProcessor
) by modifying engine and integrate its output to the material editor’s SceneTexture
node for my teamates.
Thanks to the lacking of documentations, I can’t figure it out where to start implementing even though researching engine source code.
If you know any helpful article/documentation/implementation, please let me know too - It will be a great help for my small team.