Using bindless resources in a custom shader

Hello everyone. I want to use recently added “bindless resources” feature in my plugin that implements a custom shader in UE 5.5. I enabled bindless rendering in BaseWindowsEngine.ini, however. I am not sure how to properly setup inputs in both HLSL and C++ sides.

So my main questions are:

  • How to declare a bindless resource array in a shader?
  • How to declare a bindless resource array in a shader parameter struct?
  • How to fetch a texture from a bindless resources in shader?
  • How to properly fill parameter struct when using bindless resources?

Unfortunately, since this feature is still experimental, it really lacks documentation and I can’t figure it out by myself.

Also I would be happy if someone told me how to pass such bindless resource array in a material graph’s custom node.

I also wanted to note that I use custom shader (it is a global shader) and rendering is managed by RDG.

Thanks for help!

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