[Vertex shader] making .usf file work

Hi,
I’m working on shader for Spherical projection, and I can’t get it to work in UE.
The shader itself is very simple.

Here are the effects as seen in Unity.

Hey this is really cool! Is there any way(if done) to implement this into unreal’s blueprints? I’m kind of in need of this kind of post processing effect currently :frowning:

Actually I have commercial-ready, working version in Unreal Engine and documentation for implementation in other engines.
But unfortunately it won’t be publicly available for at least end of 2017. As I’m using it in my project.
On the good side, I’ve been planning to release it after that, so if you’ll be stil interested, remind me and I’ll give some specific informations. But as I said, not before end of this year.

Hey, I’ve been looking into how to do Fisheye in UE and stumbled across your post. Is your shader something you’re ready to make available yet? If not, any decent resources you can point me at to get started on my own?

Absolutely, more than happy to let you know if we solve anything. What are the current known issues?

I can share the shader with you.
It’s implementation in Unreal is not perfect yet, so I can make it available under one condition.
That if you (or anyone else) find a solution for any of the issues, let me know how it’s made.
Is that OK for you?

First issue is with Vertex Deformation implementation in Unreal.
There’s no global Word Position Offset input node, so every material has to have it’s own Fisheye function.
Partial solution for that is to use one material and many instances with different textures etc.

Second issue is Unreal-specific. Since World Position Offset and World Displacement material inputs were meant to be used with foliage and rag animations, they cast deformed shadows.
Partial fix for that is avoiding dynamic shadows. Baked shadows work fine.

Conclusion is that making Global Shader Plugin could solve all issues without any additional functionality, since it would be applied after all shadow passes.

In the next post I will provide links to Unreal assets and documentation.

I am also looking to do this in unreal. Would you mind sharing your implementation with me as well?

Yes, I can share it with you. Provide me with your e-mail.
As for 2019, the implementation is far from “commercial-ready” in case of Unreal. But it works well for simple graphics. But it doesn’t cooperate well with dynamic shadows or lights.

It’s adamgoldfaden@gmail.com. Thank you very much.

Hi, I’m looking into ways of doing dome projection for research purposes and would be very interested to use your shader for this. Would be willing to share?

The issues you mentioned above would probably not be a problem for my purposes.

Hi, you can contact me at jakub.m.fober@pm.me

I would like to follow-up on this topic.
For all interested in curvilinear-perspective rendering,
please read the paper recently published:
Perspective picture from Visual Sphere.PDF

Hope it will meet the needs of all interested.

i really want to konw how fisheye is realized in ue4?but little solutions can be provided, your way seems interesting, could you share your shader with me ? you can cantact me at tangjinjing1994@gmail.com