“The ideal way to write this is actually in C++…”
What’s all this talk about C++ materials? ‘Ask your engineer to turn the custom HLSL into C++, it’s more efficient’ etc etc. I can’t find anything on google for ‘C++ materials’ in UE4.
What are you talking about here? Can you write materials without HLSL, just C++? Is it more efficient then HLSL??? And if so why was the metaballs phone demo written in Custom Expressions material nodes?
(PS: That was really interesting, I’m glad to see some walkthroughs on the custom GPU stuff.)