As title said, question is regarding information that i need to develop custom shaders.
I’m very new is this branch of programming but i see that Epic’s shader system is not like standart HLSL one. They are using custom API and have custom sets of paramaters for shaders to bind.
In case if i want create custom vertex shader, i dont know where can i get matrices for vertex position transformations.
Please help, i need more information.
Currently my shader is working, but idk how to transform coords to be correct.
void MainPS(
in float2 uv : TEXCOORD0,
out float4 OutColor : SV_Target0
)
{
OutColor = float4(1.0f,1.0f,1.0f,1.0f);
};
void MainVS(
float4 InPosition : ATTRIBUTE0,
float4 InUV : ATTRIBUTE1,
out float4 OutPosition : SV_POSITION,
out float4 OutUV : TEXCOORD0
)
{
OutUV = InUV;
OutPosition = InPosition;
};