# \#shader

**URL:** https://forums.unrealengine.com/tag/shader/969.md

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## [error on a master matrerial after migrating from original project, can't find the reason ](https://forums.unrealengine.com/t/error-on-a-master-matrerial-after-migrating-from-original-project-cant-find-the-reason/2845824)

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**Author:** [@manishnani16](https://forums.unrealengine.com/u/manishnani16)\
**Replies:** 0\
**Last updated:** [October 27, 2026, 5:39pm UTC](https://forums.unrealengine.com/t/error-on-a-master-matrerial-after-migrating-from-original-project-cant-find-the-reason/2845824 "2026-10-27T17:39:35Z")

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Summary I got a master material unreal sensei, opened the project and migrated it to my personal project for use but i’m getting errors 4 SM6 (Node MakeMaterialAttributes) Error on property Normal 4 SM6 (Node MakeMater…

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## [LogRHI: Error: Breadcrumbs 'RenderingThread' problem when loading stuff](https://forums.unrealengine.com/t/logrhi-error-breadcrumbs-renderingthread-problem-when-loading-stuff/2684451)

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**Author:** [@Chevidal451](https://forums.unrealengine.com/u/Chevidal451)\
**Replies:** 7\
**Last updated:** [September 4, 2026, 12:54pm UTC](https://forums.unrealengine.com/t/logrhi-error-breadcrumbs-renderingthread-problem-when-loading-stuff/2684451 "2026-09-04T12:54:17Z")

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Hello everyone, I’m here to tell you about a crash that has been happening to me for the last 9 days. Make yourselves comfortable for my diary with my crash. First of all, I’ll share the crash with you: \[2025.12.12-09.…

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## [How do I remove TAA jitter in global shader?](https://forums.unrealengine.com/t/how-do-i-remove-taa-jitter-in-global-shader/2702083)

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**Author:** [@Sweenus987](https://forums.unrealengine.com/u/Sweenus987)\
**Replies:** 2\
**Last updated:** [July 13, 2026, 9:04pm UTC](https://forums.unrealengine.com/t/how-do-i-remove-taa-jitter-in-global-shader/2702083 "2026-07-13T21:04:35Z")

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I’m using UE 5.5 I have a global shader that outputs to a UTextureRenderTarget2D asset which then gets used in a post-process material. When the post-process material is set to blend to scene color after the tone-mappe…

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## [Global Shader compilation and bundled PSOs usage ](https://forums.unrealengine.com/t/global-shader-compilation-and-bundled-psos-usage/2728489)

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**Author:** [@SkyKing\_PX\_Dev](https://forums.unrealengine.com/u/SkyKing_PX_Dev)\
**Replies:** 1\
**Last updated:** [June 14, 2026, 9:38pm UTC](https://forums.unrealengine.com/t/global-shader-compilation-and-bundled-psos-usage/2728489 "2026-06-14T21:38:42Z")

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Hello, I have thought about the process of “compiling shaders” in games for quite some time now and in most games that were made with Unreal Engine, you can see a Screen/Widget for shader compilation (maybe even just tex…

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## [Unreal Engine shading problem](https://forums.unrealengine.com/t/unreal-engine-shading-problem/2722763)

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**Author:** [@Tarehood](https://forums.unrealengine.com/u/Tarehood)\
**Replies:** 0\
**Last updated:** [May 17, 2026, 11:51pm UTC](https://forums.unrealengine.com/t/unreal-engine-shading-problem/2722763 "2026-05-17T23:51:42Z")

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Hi, i am making my first game in unreal engine and i am currently using custom made Cel shade post process material. Unfortunatelly i am occuriing to some problem - i think linked to global illumination via image what …

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## [I need Select Highlight effect in shader](https://forums.unrealengine.com/t/i-need-select-highlight-effect-in-shader/2716222)

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**Author:** [@NodirGanievCGI](https://forums.unrealengine.com/u/NodirGanievCGI)\
**Replies:** 6\
**Last updated:** [April 20, 2026, 7:09am UTC](https://forums.unrealengine.com/t/i-need-select-highlight-effect-in-shader/2716222 "2026-04-20T07:09:41Z")

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What do I need? I tried making a shader using Rim Light, but I didn’t get the effect I wanted — I ended up with something like this (image 2). What I actually need is an effect like in (image 1). Specifically, wh…

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## [Wet Asphalt 8K PBR Texture Combo ](https://forums.unrealengine.com/t/wet-asphalt-8k-pbr-texture-combo/2716391)

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**Author:** [@User-0d5a1d293b](https://forums.unrealengine.com/u/User-0d5a1d293b)\
**Replies:** 0\
**Last updated:** [April 18, 2026, 1:09pm UTC](https://forums.unrealengine.com/t/wet-asphalt-8k-pbr-texture-combo/2716391 "2026-04-18T13:09:03Z")

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Wet Asphalt 8K PBR Texture Combo Link to buy: https://www.fab.com/listings/09252ed1-f0e8-4907-95cb-1f97d79c53d9 Bring cinematic realism to your environments with the Wet Asphalt 8K PBR Texture Combo. This collection fe…

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## [Why does the sphere rendered by my shader code on the model appear distorted (not a perfect circle), especially at the edges/corners of the model?](https://forums.unrealengine.com/t/why-does-the-sphere-rendered-by-my-shader-code-on-the-model-appear-distorted-not-a-perfect-circle-especially-at-the-edges-corners-of-the-model/2708232)

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**Author:** [@Knight\_Steven](https://forums.unrealengine.com/u/Knight_Steven)\
**Replies:** 2\
**Last updated:** [March 24, 2026, 12:47am UTC](https://forums.unrealengine.com/t/why-does-the-sphere-rendered-by-my-shader-code-on-the-model-appear-distorted-not-a-perfect-circle-especially-at-the-edges-corners-of-the-model/2708232 "2026-03-24T00:47:47Z")

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If you’re familiar with ray marching in Unreal Engine 5.7:Why does the sphere rendered via my ray marching shader code on 3D models (e.g., cylinders, cubes) appear distorted (not a perfect circle), with obvious deformati…

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## [Can we see individual node performance/cost when making a material ? ](https://forums.unrealengine.com/t/can-we-see-individual-node-performance-cost-when-making-a-material/2705420)

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**Author:** [@Ennocu](https://forums.unrealengine.com/u/Ennocu)\
**Replies:** 0\
**Last updated:** [March 11, 2026, 1:41pm UTC](https://forums.unrealengine.com/t/can-we-see-individual-node-performance-cost-when-making-a-material/2705420 "2026-03-11T13:41:55Z")

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Hello there ! In Unity’ ShaderGraph editor, there is a view mode that draws a “heatmap” of all nodes, allowing to see each node cost/complexity as seen in the included picture below : Is there something similar or a…

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## [MATERIAL - using a material to distribute numbers around the perimeter of a shape (hexed!!)](https://forums.unrealengine.com/t/material-using-a-material-to-distribute-numbers-around-the-perimeter-of-a-shape-hexed/2702719)

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**Author:** [@Frenetic](https://forums.unrealengine.com/u/Frenetic)\
**Replies:** 0\
**Last updated:** [February 27, 2026, 2:24pm UTC](https://forums.unrealengine.com/t/material-using-a-material-to-distribute-numbers-around-the-perimeter-of-a-shape-hexed/2702719 "2026-02-27T14:24:16Z")

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Hexes, it’s always hexes.. If I was a Lantern, my color-weakness would be the color-hexes.. I have a hex-based game with the need to put numbers at the corners (or the middle of the sides) to illustrate attack-weights,…

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## [Access UV float bits in shader](https://forums.unrealengine.com/t/access-uv-float-bits-in-shader/2696098)

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**Author:** [@Apgar426](https://forums.unrealengine.com/u/Apgar426)\
**Replies:** 1\
**Last updated:** [February 3, 2026, 1:24am UTC](https://forums.unrealengine.com/t/access-uv-float-bits-in-shader/2696098 "2026-02-03T01:24:51Z")

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Hello, I have a shader where I’m trying to access the bits of a UV float value with a custom HLSL node. It would be useful for packing data into UVs more flexibly. The code starts out with a simple test: uint bits = asu…

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## [Accessing View struct from custom .usf shader causes undeclared identifier error](https://forums.unrealengine.com/t/accessing-view-struct-from-custom-usf-shader-causes-undeclared-identifier-error/2693128)

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**Author:** [@X-perto](https://forums.unrealengine.com/u/X-perto)\
**Replies:** 3\
**Last updated:** [January 23, 2026, 2:07am UTC](https://forums.unrealengine.com/t/accessing-view-struct-from-custom-usf-shader-causes-undeclared-identifier-error/2693128 "2026-01-23T02:07:47Z")

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Hi everyone, I’m writing a custom shader in a .usf file and I’m trying to access the View uniform buffer (e.g. View.ViewProjectionMatrix, etc.). However, the shader compiler errors out with: error: use of undeclared id…

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## [Recolouring a texture using Materials](https://forums.unrealengine.com/t/recolouring-a-texture-using-materials/2682540)

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**Author:** [@hydr0k](https://forums.unrealengine.com/u/hydr0k)\
**Replies:** 0\
**Last updated:** [December 6, 2025, 2:07am UTC](https://forums.unrealengine.com/t/recolouring-a-texture-using-materials/2682540 "2025-12-06T02:07:33Z")

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I have 3 textures: Using a material, I want to recolour the hockey players to use the colours in the 3rd image. I have the logic for a render target (RT) but it performs poorly. I essentially read each pixel fr…

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## [Shader Dynamic branch not working?](https://forums.unrealengine.com/t/shader-dynamic-branch-not-working/1909078)

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**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 59\
**Last updated:** [December 4, 2025, 12:48am UTC](https://forums.unrealengine.com/t/shader-dynamic-branch-not-working/1909078 "2025-12-04T00:48:51Z")

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I have set up this dynamic branching test When toggled to Off, a frame takes 124 ms. When toggled to On, a frame still takes 124 ms. How come there is no performance improvement when the dynamic branch is set to o…

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## [Make a Text Render rotate around two axis and scale at the same time in Material (WPO)](https://forums.unrealengine.com/t/make-a-text-render-rotate-around-two-axis-and-scale-at-the-same-time-in-material-wpo/2678713)

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**Author:** [@Da\_Fox](https://forums.unrealengine.com/u/Da_Fox)\
**Replies:** 0\
**Last updated:** [November 25, 2025, 6:42pm UTC](https://forums.unrealengine.com/t/make-a-text-render-rotate-around-two-axis-and-scale-at-the-same-time-in-material-wpo/2678713 "2025-11-25T18:42:26Z")

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Is there a way to make a Text Render rotate around two axis (say Y(right) and Z(up)) and scale at the same time only in a Material using WPO? I’ve found a solution how to combine two rotations, but don’t know how to add…

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## [Calculate interpolated vertex normals in vertex shader](https://forums.unrealengine.com/t/calculate-interpolated-vertex-normals-in-vertex-shader/2672281)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 10\
**Last updated:** [November 13, 2025, 12:00pm UTC](https://forums.unrealengine.com/t/calculate-interpolated-vertex-normals-in-vertex-shader/2672281 "2025-11-13T12:00:02Z")

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I would like to calculate the interpolated Vertex Normals so I could use that data in a Vertex Shader for an outline effect, but I don’t know how. This is the material I have: But this is how it looks like on a non-…

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## [Rotate and Scale a Text Render (mesh) via material only](https://forums.unrealengine.com/t/rotate-and-scale-a-text-render-mesh-via-material-only/2674200)

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**Author:** [@Da\_Fox](https://forums.unrealengine.com/u/Da_Fox)\
**Replies:** 0\
**Last updated:** [November 12, 2025, 1:16pm UTC](https://forums.unrealengine.com/t/rotate-and-scale-a-text-render-mesh-via-material-only/2674200 "2025-11-12T13:16:01Z")

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Hello beautiful Unreal community! I’ve tried to do it myself and also to find an answer on the forums to no avail. I can do scaling the mesh via material based on distance (on the screenshot). I can do rotation around…

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## [How to avoid outline shader not override other stencil outline color?](https://forums.unrealengine.com/t/how-to-avoid-outline-shader-not-override-other-stencil-outline-color/2667754)

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**Author:** [@UTiMATE\_KIRBY](https://forums.unrealengine.com/u/UTiMATE_KIRBY)\
**Replies:** 5\
**Last updated:** [October 23, 2025, 9:13pm UTC](https://forums.unrealengine.com/t/how-to-avoid-outline-shader-not-override-other-stencil-outline-color/2667754 "2025-10-23T21:13:23Z")

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Hi, folks ! I am facing a problem with my outline shader.The shader support multiple color at once like in the image bellow. You can see that the two color are completely rendered fine. But the problem start to appea…

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## [Pixel shader too blurry ](https://forums.unrealengine.com/t/pixel-shader-too-blurry/2664303)

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**Author:** [@Mega-Structure](https://forums.unrealengine.com/u/Mega-Structure)\
**Replies:** 7\
**Last updated:** [October 13, 2025, 10:24pm UTC](https://forums.unrealengine.com/t/pixel-shader-too-blurry/2664303 "2025-10-13T22:24:20Z")

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I want to create a pixel effect for my game and I’ve hit a roadblock. I set these variables in DefaultEngine.ini as the picture shows. This works to a degree, as you can see in the image below: But upon zooming i…

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## [help reusing 'City Sample' interior cubemap on new meshes](https://forums.unrealengine.com/t/help-reusing-city-sample-interior-cubemap-on-new-meshes/2664448)

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**Author:** [@syngen1](https://forums.unrealengine.com/u/syngen1)\
**Replies:** 0\
**Last updated:** [October 11, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/help-reusing-city-sample-interior-cubemap-on-new-meshes/2664448 "2025-10-11T17:37:07Z")

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I’m trying to use the Unreal city sample to create a new shot. When I use the existing window glass/cubemap material I dont get any variation, they all seem to be using the same seed, and the interior is the size of the…

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## [How do I get the projection matrix?](https://forums.unrealengine.com/t/how-do-i-get-the-projection-matrix/457751)

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**Author:** [@anonymous\_user\_0aa0a50c](https://forums.unrealengine.com/u/anonymous_user_0aa0a50c)\
**Replies:** 4\
**Last updated:** [September 7, 2025, 9:13pm UTC](https://forums.unrealengine.com/t/how-do-i-get-the-projection-matrix/457751 "2025-09-07T21:13:14Z")

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For a shader I have I need to pass in the view projection matrix. I know how to calculate the view matrix, just the inverse of the camera’s transform. I cannot figure out where the get the projection matrix though. Does …

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## [Paper 2D TileMap Fog of War not Rendering Properly](https://forums.unrealengine.com/t/paper-2d-tilemap-fog-of-war-not-rendering-properly/2651541)

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**Author:** [@NMac](https://forums.unrealengine.com/u/NMac)\
**Replies:** 0\
**Last updated:** [August 27, 2025, 7:36pm UTC](https://forums.unrealengine.com/t/paper-2d-tilemap-fog-of-war-not-rendering-properly/2651541 "2025-08-27T19:36:23Z")

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Hello I have recently switched over my project from a top down 3D hexagonal map to a Paper 2D tile map. This transition has worked out fine except for my fog of war. The old system worked great with the 3D models I us…

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## [Inverse Projection Matrix - Custom HLSL Node](https://forums.unrealengine.com/t/inverse-projection-matrix-custom-hlsl-node/2635951)

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**Author:** [@Mad.King](https://forums.unrealengine.com/u/Mad.King)\
**Replies:** 5\
**Last updated:** [August 11, 2025, 8:31pm UTC](https://forums.unrealengine.com/t/inverse-projection-matrix-custom-hlsl-node/2635951 "2025-08-11T20:31:37Z")

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Is this the correct way to construct an inverse projection matrix? Projections and matrices are an elusive concept to me. I’ve basically just been trying to piece together the correct solution based on info I could find …

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## [Creating a material which clips the owning mesh by an input mesh](https://forums.unrealengine.com/t/creating-a-material-which-clips-the-owning-mesh-by-an-input-mesh/2635637)

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**Author:** [@mrm\_dev](https://forums.unrealengine.com/u/mrm_dev)\
**Replies:** 0\
**Last updated:** [August 9, 2025, 7:45am UTC](https://forums.unrealengine.com/t/creating-a-material-which-clips-the-owning-mesh-by-an-input-mesh/2635637 "2025-08-09T07:45:16Z")

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I’m trying to create a material which takes an input mesh and clips parts of the material owning mesh which are outside it I tried doing this with a primitive shape sphere (as “input mesh”) on a cube (“owning mesh”) as …

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## [Local variables in the "material graph" shader editor](https://forums.unrealengine.com/t/local-variables-in-the-material-graph-shader-editor/2615076)

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**Author:** [@JR\_Miller](https://forums.unrealengine.com/u/JR_Miller)\
**Replies:** 1\
**Last updated:** [July 23, 2025, 3:33am UTC](https://forums.unrealengine.com/t/local-variables-in-the-material-graph-shader-editor/2615076 "2025-07-23T03:33:56Z")

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In the material graph, how do you do create and assign values to local variables? pseudo code: var a = some\_texture; a = some\_different\_texture; It seems absurd that there would be a scripting language, visual or not…

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## [Difference in points and normals from shaders and raycasts](https://forums.unrealengine.com/t/difference-in-points-and-normals-from-shaders-and-raycasts/2580005)

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**Author:** [@dhashuml](https://forums.unrealengine.com/u/dhashuml)\
**Replies:** 0\
**Last updated:** [June 27, 2025, 3:07am UTC](https://forums.unrealengine.com/t/difference-in-points-and-normals-from-shaders-and-raycasts/2580005 "2025-06-27T03:07:09Z")

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I’m capturing depth and normal image, then reconstructing them into the points and normals, but there is a offset in the point, and normals (offset in case of uneven landscape, fine with flat landscape). Im using custom…

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## [Distance To Nearest Surface Node not working, only returns 0. Need fix!](https://forums.unrealengine.com/t/distance-to-nearest-surface-node-not-working-only-returns-0-need-fix/392345)

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**Author:** [@Knobbynobbes](https://forums.unrealengine.com/u/Knobbynobbes)\
**Replies:** 7\
**Last updated:** [May 25, 2025, 11:58pm UTC](https://forums.unrealengine.com/t/distance-to-nearest-surface-node-not-working-only-returns-0-need-fix/392345 "2025-05-25T23:58:27Z")

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The mental pain is real… I’ve been trying to get what I thought was a simple effect going in a material, but no matter what I do, nothing works. All I want to do is to use the distance-to-nearest-surface node in a water …

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## [Material with odd square artifacts](https://forums.unrealengine.com/t/material-with-odd-square-artifacts/2501391)

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**Author:** [@Zipax64](https://forums.unrealengine.com/u/Zipax64)\
**Replies:** 2\
**Last updated:** [May 13, 2025, 8:52pm UTC](https://forums.unrealengine.com/t/material-with-odd-square-artifacts/2501391 "2025-05-13T20:52:52Z")

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Hey Unrealers! I’m encountering a strange issue with my material—it shows odd square artifacts (as seen in the attached image), which seem to appear and change randomly depending on the distance. I believe the problem …

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## [Cannot package mid-sized UE5 game due to shader compile time exceeded threshold ](https://forums.unrealengine.com/t/cannot-package-mid-sized-ue5-game-due-to-shader-compile-time-exceeded-threshold/2506954)

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**Author:** [@MrLowFps123](https://forums.unrealengine.com/u/MrLowFps123)\
**Replies:** 7\
**Last updated:** [May 14, 2025, 12:00am UTC](https://forums.unrealengine.com/t/cannot-package-mid-sized-ue5-game-due-to-shader-compile-time-exceeded-threshold/2506954 "2025-05-14T00:00:54Z")

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This is a mid sized UE5 game, and when I try to package to windows I get a huge list of shader compliation time outs. Please help as I cannot package the game, even after leaving it overnight. Example: Log: message…

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## [SHOGUN style shader/material](https://forums.unrealengine.com/t/shogun-style-shader-material/2502033)

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**Author:** [@toran0077](https://forums.unrealengine.com/u/toran0077)\
**Replies:** 0\
**Last updated:** [May 11, 2025, 4:08am UTC](https://forums.unrealengine.com/t/shogun-style-shader-material/2502033 "2025-05-11T04:08:20Z")

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I would like to recreate the shader material that starts at around 24:51 in the video at the URL below. If anyone has any good ideas, please let me know. Thank you very much.

[Next page](https://forums.unrealengine.com/tag/shader/969.md?match_all_tags=true&page=1&tags%5B%5D=shader)
