# \#Shaders

**URL:** https://forums.unrealengine.com/tag/shaders/73.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Tone mapper in unreal engine](https://forums.unrealengine.com/t/tone-mapper-in-unreal-engine/2705211)

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**Author:** [@Ibtesam\_Sadiq](https://forums.unrealengine.com/u/Ibtesam_Sadiq)\
**Replies:** 5\
**Last updated:** [November 9, 2026, 6:12pm UTC](https://forums.unrealengine.com/t/tone-mapper-in-unreal-engine/2705211 "2026-11-09T18:12:09Z")

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Please Add build in option to select tonemapper from project or post process setting. And Please add muliple tonemapppers in unreal engine to choose from. it would be great to have muliple tone mapper right inside unrea…

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## [INTRODUCING SMAA+](https://forums.unrealengine.com/t/introducing-smaa/2852915)

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**Author:** [@Extyian](https://forums.unrealengine.com/u/Extyian)\
**Replies:** 0\
**Last updated:** [November 9, 2026, 3:52pm UTC](https://forums.unrealengine.com/t/introducing-smaa/2852915 "2026-11-09T15:52:26Z")

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Hi! ExtyDev, the developer of SMAA+. After seeing the letdown that SMAA in 5.7+ was and the very high request of SMAA in Unreal Engine, ive decided to do it myself. I created SMAA+, a SMAA 1x non temporal with extra feat…

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## [Tired of Bad AA methods?](https://forums.unrealengine.com/t/tired-of-bad-aa-methods/2851492)

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**Author:** [@Extyian](https://forums.unrealengine.com/u/Extyian)\
**Replies:** 0\
**Last updated:** [November 6, 2026, 12:36pm UTC](https://forums.unrealengine.com/t/tired-of-bad-aa-methods/2851492 "2026-11-06T12:36:19Z")

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Hi! My name is ExtyDev, the sole developer of SMAA+. After seeing the disaster that SMAA in 5.7+ was and the very high request of SMAA in Unreal Engine, ive decided to do it myself. I created SMAA+, a SMAA 1x non tempora…

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## [Stylized Tavern Mugs & Spill System - Dynamic 3-Tone Liquid Shader & 1-Click PBR/Unlit Switch](https://forums.unrealengine.com/t/stylized-tavern-mugs-spill-system-dynamic-3-tone-liquid-shader-1-click-pbr-unlit-switch/2850911)

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**Author:** [@Enigma3DKits](https://forums.unrealengine.com/u/Enigma3DKits)\
**Replies:** 0\
**Last updated:** [November 5, 2026, 10:47am UTC](https://forums.unrealengine.com/t/stylized-tavern-mugs-spill-system-dynamic-3-tone-liquid-shader-1-click-pbr-unlit-switch/2850911 "2026-11-05T10:47:32Z")

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Hey everyone! We recently launched Enigma 3D, a two-person studio focused on building turnkey, game-ready props and environment kits that drop cleanly into a live project hierarchy without extra cleanup. For our …

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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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## [SMAA+ FOR EVERY VERSION OF UNREAL ENGINE 5](https://forums.unrealengine.com/t/smaa-for-every-version-of-unreal-engine-5/2844298)

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**Author:** [@Extyian](https://forums.unrealengine.com/u/Extyian)\
**Replies:** 0\
**Last updated:** [October 23, 2026, 1:48pm UTC](https://forums.unrealengine.com/t/smaa-for-every-version-of-unreal-engine-5/2844298 "2026-10-23T13:48:18Z")

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Hi! My name is ExtyDev, the sole developer of SMAA+. After seeing the disaster that SMAA in 5.7+ was and the very high request of SMAA in Unreal Engine, ive decided to do it myself. I created SMAA+, a SMAA 1x non tempora…

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## [Unreal Engine Buffers/Passing values.](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121)

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**Author:** [@udonq1](https://forums.unrealengine.com/u/udonq1)\
**Replies:** 3\
**Last updated:** [October 16, 2026, 4:48pm UTC](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121 "2026-10-16T16:48:50Z")

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Hi, I am currently implementing a drone simulator and I am working on some sensors. Right now I am working on infrared camera, and I have a problem with passing data about objects. The scene is quite big and uses great…

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## [UE5 Emissive materials not casting light](https://forums.unrealengine.com/t/ue5-emissive-materials-not-casting-light/507130)

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**Author:** [@Przemek73](https://forums.unrealengine.com/u/Przemek73)\
**Replies:** 11\
**Last updated:** [October 12, 2026, 1:40pm UTC](https://forums.unrealengine.com/t/ue5-emissive-materials-not-casting-light/507130 "2026-10-12T13:40:36Z")

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I’m trying to do an emissive LED light pipe in a car that is hidden between the door panel and a grab handle. The problem is that when you see the light source all is fine, but when you hide it out of view it should stil…

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## [\[Showcase\] Procedural Fuzz & Velvet Shader — Feedback Appreciated ](https://forums.unrealengine.com/t/showcase-procedural-fuzz-velvet-shader-feedback-appreciated/2838694)

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**Author:** [@HoshiiHSS](https://forums.unrealengine.com/u/HoshiiHSS)\
**Replies:** 0\
**Last updated:** [October 8, 2026, 8:50pm UTC](https://forums.unrealengine.com/t/showcase-procedural-fuzz-velvet-shader-feedback-appreciated/2838694 "2026-10-08T20:50:21Z")

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Fully customizable base color and secondary highlights Adjustable fuzz intensity and fresnel power:

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## [How to scale correctly an User Interface material?](https://forums.unrealengine.com/t/how-to-scale-correctly-an-user-interface-material/2135749)

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**Author:** [@XimerGUD](https://forums.unrealengine.com/u/XimerGUD)\
**Replies:** 1\
**Last updated:** [October 4, 2026, 1:46pm UTC](https://forums.unrealengine.com/t/how-to-scale-correctly-an-user-interface-material/2135749 "2026-10-04T13:46:58Z")

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Hi! I was trying to scale a Rich Text by using a custom material but when I try to scale it’s world position it moves to the bottom-left and it not stays to the center. Anyone knows how to fix?

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## [How to capture scene depth into an image and then sample it?](https://forums.unrealengine.com/t/how-to-capture-scene-depth-into-an-image-and-then-sample-it/573213)

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**Author:** [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Replies:** 8\
**Last updated:** [September 23, 2026, 9:15am UTC](https://forums.unrealengine.com/t/how-to-capture-scene-depth-into-an-image-and-then-sample-it/573213 "2026-09-23T09:15:58Z")

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I need to capture scene depth for my level, top down view. I am using Scene Capture 2D component placed on the level and this is what I am getting: When I worked with depth in other engines and 3D apps, it …

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## [Experimenting with alternative tonemappers while keeping Unreal's color grading workflow ](https://forums.unrealengine.com/t/experimenting-with-alternative-tonemappers-while-keeping-unreals-color-grading-workflow/2817144)

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**Author:** [@SDProjects](https://forums.unrealengine.com/u/SDProjects)\
**Replies:** 2\
**Last updated:** [September 21, 2026, 11:20am UTC](https://forums.unrealengine.com/t/experimenting-with-alternative-tonemappers-while-keeping-unreals-color-grading-workflow/2817144 "2026-09-21T11:20:50Z")

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I’ve been experimenting with alternative tonemappers in Unreal recently. There are already several ways to replace the default tonemapper (existing plugins, Post Process Materials, SceneViewExtension, etc). But each app…

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## [UE5.7 - Fix: Lumen not working for SM5 DX11 and DX12](https://forums.unrealengine.com/t/ue5-7-fix-lumen-not-working-for-sm5-dx11-and-dx12/2676047)

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**Author:** [@Uno1982](https://forums.unrealengine.com/u/Uno1982)\
**Replies:** 4\
**Last updated:** [September 4, 2026, 4:24pm UTC](https://forums.unrealengine.com/t/ue5-7-fix-lumen-not-working-for-sm5-dx11-and-dx12/2676047 "2026-09-04T16:24:22Z")

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When using the cvar r.Lumen.Supported.SM5=1 which was working fine in 5.6 … UE5.7 presents with the following in DX11 and DX12 SM5 https://github.com/uno1982/UnrealEngine/tree/5.7-Lumen-D3D-SM5-Fix Fix: Restore Lume…

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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 to get scene luminance/illumination at runtime ?](https://forums.unrealengine.com/t/how-to-get-scene-luminance-illumination-at-runtime/478115)

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**Author:** [@YedesCodes](https://forums.unrealengine.com/u/YedesCodes)\
**Replies:** 3\
**Last updated:** [September 1, 2026, 12:54pm UTC](https://forums.unrealengine.com/t/how-to-get-scene-luminance-illumination-at-runtime/478115 "2026-09-01T12:54:39Z")

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Hello UE4 community :slight\_smile: I am working on a realistic noise for my simulated camera and inside my noise formula I need to get the scene illumination/luminance, the same value used for eye adaptation/auto exposu…

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## [How to properly use DoubleFloats in a compute shader?](https://forums.unrealengine.com/t/how-to-properly-use-doublefloats-in-a-compute-shader/2747453)

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**Author:** [@Aejjee](https://forums.unrealengine.com/u/Aejjee)\
**Replies:** 0\
**Last updated:** [August 31, 2026, 12:53am UTC](https://forums.unrealengine.com/t/how-to-properly-use-doublefloats-in-a-compute-shader/2747453 "2026-08-31T00:53:42Z")

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I have the following compute shader code that works where I use double3s: RWStructuredBuffer\<double3\> Positions; uint NSoldiers; \[numthreads(GROUP\_SIZE, 1, 1)\] void main(uint3 DispatchThreadID : SV\_DispatchThreadID, …

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## [CRT Effects for Widgets](https://forums.unrealengine.com/t/crt-effects-for-widgets/2742422)

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**Author:** [@madgamedevstudio](https://forums.unrealengine.com/u/madgamedevstudio)\
**Replies:** 0\
**Last updated:** [August 10, 2026, 3:18am UTC](https://forums.unrealengine.com/t/crt-effects-for-widgets/2742422 "2026-08-10T03:18:54Z")

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Give your UMG widgets that classic CRT look with distortion, glow and scanlines. Turn This: To This: Perfect for sci-fi HUDs, CCTV, terminals, retro screens and in-world monitors. Just plug it into your…

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## [Texture Distance Fade with RVT on Landscape materials.](https://forums.unrealengine.com/t/texture-distance-fade-with-rvt-on-landscape-materials/2741519)

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**Author:** [@Dennishierta](https://forums.unrealengine.com/u/Dennishierta)\
**Replies:** 2\
**Last updated:** [August 7, 2026, 10:32am UTC](https://forums.unrealengine.com/t/texture-distance-fade-with-rvt-on-landscape-materials/2741519 "2026-08-07T10:32:02Z")

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Hello, Im trying to do this Landscape Material that only uses textures upclose and fades into flat colors the further away they are, at the same time im using RVT for blending between the landscape and static objects, h…

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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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## [5.8 - shader type TShadowDepthPSCombined missing. Lighting compilation failed.](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958)

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**Author:** [@BuildSpillWhat1](https://forums.unrealengine.com/u/BuildSpillWhat1)\
**Replies:** 2\
**Last updated:** [July 4, 2026, 5:53pm UTC](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958 "2026-07-04T17:53:31Z")

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Summary This only happens after i migrated a project to 5.8, everything compiles fine in 5.7. When I compile lighting, it says MI\_BrickPlaster\_Layered is missing expected shader type TShadowDepthPSCombined. and crashes …

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## [How can I simulate/implement interlacing?](https://forums.unrealengine.com/t/how-can-i-simulate-implement-interlacing/1870942)

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**Author:** [@zantezuke](https://forums.unrealengine.com/u/zantezuke)\
**Replies:** 2\
**Last updated:** [June 25, 2026, 2:28am UTC](https://forums.unrealengine.com/t/how-can-i-simulate-implement-interlacing/1870942 "2026-06-25T02:28:43Z")

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I’m wondering how I can force an interlacing effect to my final image for an old-school look, such as this: https://nicole.express/assets/img/inter&lace/badjob.png I have seen effects like this: https://youtu.be/\_gO5Q-w…

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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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## [Weird shading/lighting on my model while using meta quest 3 XR](https://forums.unrealengine.com/t/weird-shading-lighting-on-my-model-while-using-meta-quest-3-xr/2721611)

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**Author:** [@GingerSaurusR3x](https://forums.unrealengine.com/u/GingerSaurusR3x)\
**Replies:** 2\
**Last updated:** [May 20, 2026, 2:22pm UTC](https://forums.unrealengine.com/t/weird-shading-lighting-on-my-model-while-using-meta-quest-3-xr/2721611 "2026-05-20T14:22:26Z")

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I have been working on a mixed reality demo that centers around different trucks. In all of my files so far, I have had issues with the lighting or the shading or possibly the materials. Some materials appear much darker…

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## [Brick Wall 8K PBR Texture Combo](https://forums.unrealengine.com/t/brick-wall-8k-pbr-texture-combo/2722550)

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**Author:** [@CGHawk3D](https://forums.unrealengine.com/u/CGHawk3D)\
**Replies:** 0\
**Last updated:** [May 16, 2026, 3:24pm UTC](https://forums.unrealengine.com/t/brick-wall-8k-pbr-texture-combo/2722550 "2026-05-16T15:24:22Z")

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Brick Wall 8K PBR Texture Combo Link to buy: https://www.fab.com/listings/2c2dcd88-becf-4c85-9182-4670d93c9d41 Expand your architectural material library with the Brick Wall 8K PBR Texture Combo. This set includes two …

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## [\[Art Studio\] MESH MASTERS: 20 Years of Expertise in High-Performance 3D Art for Games, VR, and Web. ](https://forums.unrealengine.com/t/art-studio-mesh-masters-20-years-of-expertise-in-high-performance-3d-art-for-games-vr-and-web/2469764)

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**Author:** [@RobertBerrierMM](https://forums.unrealengine.com/u/RobertBerrierMM)\
**Replies:** 1\
**Last updated:** [May 11, 2026, 6:51pm UTC](https://forums.unrealengine.com/t/art-studio-mesh-masters-20-years-of-expertise-in-high-performance-3d-art-for-games-vr-and-web/2469764 "2026-05-11T18:51:56Z")

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Welcome to Mesh Masters High-Performance 3D Art for Games, VR, and Web. Directed, Optimized, Delivered! Let’s face it, 3D art production is a battlefield. Timelines shrink. Revisions pile up. Budgets stretch. And t…

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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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## [Broken/Gray shaders - Broken material instance - gray checkerboard material instance. Uncompiled shaders](https://forums.unrealengine.com/t/broken-gray-shaders-broken-material-instance-gray-checkerboard-material-instance-uncompiled-shaders/2711908)

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**Author:** [@PotenMing](https://forums.unrealengine.com/u/PotenMing)\
**Replies:** 0\
**Last updated:** [April 6, 2026, 5:53pm UTC](https://forums.unrealengine.com/t/broken-gray-shaders-broken-material-instance-gray-checkerboard-material-instance-uncompiled-shaders/2711908 "2026-04-06T17:53:14Z")

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I have a sprite material for realtime VFX. The SPRITE Material is using a regular texture - not any “virtual texture”. I’ve made a material instance. This material instance is hooked to niagara-system . When the VFX fir…

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## [Custom C++ render pass - world positions must be in Translated World Space before clip transform ](https://forums.unrealengine.com/t/custom-c-render-pass-world-positions-must-be-in-translated-world-space-before-clip-transform/2711227)

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**Author:** [@A\_Zhaliaznou](https://forums.unrealengine.com/u/A_Zhaliaznou)\
**Replies:** 0\
**Last updated:** [April 3, 2026, 1:18pm UTC](https://forums.unrealengine.com/t/custom-c-render-pass-world-positions-must-be-in-translated-world-space-before-clip-transform/2711227 "2026-04-03T13:18:28Z")

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While I’ve been making a custom SVE render pass in UE5.7 and tried to reconstruct world-space positions from depth and project all of that as quads in a vertex shader, I’ve encountered an issue that I think is worth shar…

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## [DFAO (Distance Field Approx AO) Shader Node](https://forums.unrealengine.com/t/dfao-distance-field-approx-ao-shader-node/2525469)

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**Author:** [@Anthony\_Dimovski](https://forums.unrealengine.com/u/Anthony_Dimovski)\
**Replies:** 1\
**Last updated:** [April 2, 2026, 4:51am UTC](https://forums.unrealengine.com/t/dfao-distance-field-approx-ao-shader-node/2525469 "2026-04-02T04:51:05Z")

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I’m using the DFAO shader node to for my building and I’m noticing that it loses detail as the camera zooms out (which makes sense). Though is there a way to keep the DFAO detail consistent? Or perhaps an alternative met…

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## [Black halo around white unlit material](https://forums.unrealengine.com/t/black-halo-around-white-unlit-material/2618984)

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**Author:** [@Booling2nite](https://forums.unrealengine.com/u/Booling2nite)\
**Replies:** 3\
**Last updated:** [March 25, 2026, 5:19pm UTC](https://forums.unrealengine.com/t/black-halo-around-white-unlit-material/2618984 "2026-03-25T17:19:32Z")

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I’m on 5.5.4 and whenever I plug a pure white material in to the emissive channel of an unlit material, I get a black halo on certain backgrounds. Conversely, when I plug in pure black, I get a white halo. Its not my pos…

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