HLSL(.fx) to UE4 Material - porting advice?
I have a great many HLSL.fx shaders that I have written collected and purchased over the last 5 years.
So far, I am aware that use of Custom Expressions are discouraged for performance and portability reasons.
How would one go about porting that PerlinNoise.fx code to UE4 for use as a material effect?
(a) Use UE4 material nodes & functions to replicate the .fx code?
I am not looking for a 'perlin noise shader'. I am purely interested in the possible workflow for
The easiest way is probably to convert your HLSL into a function format (instead of a main entrypoint), paste it into MaterialTemplate.usf. Then use a Custom expression to call your function, and hook up the output however you want into the material system. Any inputs your code needs will have to be function parameters.
answered Jul 14 '14 at 05:07 PM
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