First of all I would like to specify that the node-based material editor is not what I’m looking for. I have good knowledge of how to write shaders and compute shaders and the power and flexibility that this brings over the node editor is just unmatched. Having an engine as amazing as UE4 with no way of writing shaders seems like a waste. There are shaders we cannot do with the node editor (proper toon shading, custom compute shaders), therefore we need to be able to write them.
So I’d like to know if there are any learning resources on how to write shaders for UE4. A simple hello world example of where to plug the shader into the engine and make it appear as an option for materials would suffice.
Of course I’m not expecting it to be as easy as in Unity where you just “Right click > Create Shader”. Someone from Epic on the twitch stream has already said that this would require too much work and it probably won’t happen (and that they feel really bad about that). But still, if there is a well-documented way of doing it by modifying the sources, I would be satisfied.
Lastly, I’ve tried reading this page over and over: https://docs.unrealengine.com/latest/INT/Programming/Rendering/ShaderDevelopment/index.html
But… it’s not helpful at all. It does talk about shaders, but doesn’t give any clear examples/instructions of how to create one and make it work from scratch. For instance, it says you have to create a “FLightFunctionPixelShader” class that inherits from “FShader”… but where do I put this class? Where do I call it? What do I put in it? etc, etc… A single short example would be more helpful than this entire page.