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Is Epic doing anything to address UE4's crippling shader problem?

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    Originally posted by Kalle_H View Post

    I would like this really much. Like planar reflection pass does not need that much detail. That is actually what Epic did at their Reflections realtime raytracing demo.
    This would also make planar reflections usable on mobile(clip plane is implemented with alpha testing.) and would help a lot in pc/consoles too. No need for paying clip plane cost for other passes than actual planar reflection rendering.
    Another thing that I might suggest for material editor as a simple to implement and elegant solution, is to add a text field to material details, that would function like custom node, but would allow you to inject code into begging of material template. This way you can modify base pass material shader with define directives whatever way you want, without breaking anything.