Can someone explain the proper pipeline to work with shaders to avoid thousands of shader rebuilds with every single change?
Clearly I’m doing something wrong here. I’ve never seen anything like this in all the years of working in games. I have a case now where I made 3 materials being used on several objects via materials instances. Every time I change the slightest thing, it’s a mega long process of waiting for ~2500 shaders to compile. This is only three custom materials. I have plans for more, but I can’t imagine what the wait time will be every time I update a material. I think my case is a little special because i’m using material functions (which is what I’m working on right now) causing everything to rebuild because this function is being used in my three base materials, but I still can’t imagine this is normal. Using this in a AAA environment would bring development to a crippling halt.
Isn’t the point of a DDC to help this problem? I see that I have a DDC going that I assume is being used. The folder exists in the engine install folder (the default location). I never did anything manually to get this setup.
Also - is this because I made my material function in Unreal as opposed to coding one by hand in C++?
Any advice would be great!