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This is why I can’t wait for FBX to die off. If you can... change to GLTF format.
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# ¿ Apr 30, 2020 14:53 |
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# ¿ Apr 29, 2024 14:26 |
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Kind of a long shot. Does anyone know how the Material Graph in Unreal Engine works? I’m assuming a graph gets "cooked" into a shader + textures but I can’t seem to find where in the code this happens. For example in another engine I know that has a much less sophisticated material graph each node actually corresponds to a "template" (for lack of a better term) of shader code and when the graph gets cooked for release it just compiles together each node into a single shader text file and then compiles that to spirv or whatever platform shader byte code. In other words each node is just some text and it walks the graph and concats the text together (albeit it’s a bit more complicated then that). But this doesn’t appear to be how Unreal does it. EDIT: Was able to find what I was looking for in: - Source/Runtime/Engine/Private/Materials - Shaders/Private/MaterialTemplate.ush xgalaxy fucked around with this message at 17:05 on May 25, 2022 |
# ¿ May 25, 2022 01:56 |