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Custom Shaders
The Pipeline uses Physically Based Shading. Your shaders have to output 4 constraints: metallic, roughness, specular, baseColor. You can find a very well explanation of them at the documentation of the UnrealEngine 4 here.
In case you do not need any special features, you can just use the Default Shader, which is applied to render by default. Your object should have the textures and materials applied like in Exporting from Blender. The pipeline also supports Tesselation.
Otherwise the pipeline already provides a bunch of functions which simplify the material handling. You can have a look at the default fragment shader, which should be pretty self explanatory. Your shader also has to set the position and normal in world space, also velocity.
There is a material-editor planned to simplify the creation of new materials.
Rendering Pipeline by tobspr (c) 2014 - 2016
For developers: