Compile Unreal 4.17 Shader
I am writing a Shader Plugin for my project. Currently, I am following this tutorial on Github: **https://github.com/hausfrau87/UE4ShaderPluginDemo**
And I think I place the shader files in the right place, the path looks like this:
And here is how I compile the code in c++:
IMPLEMENT_SHADER_TYPE(, FVertexShaderExample, TEXT("/Plugins/DXPixelShader/Private/PixelShader.usf"), TEXT("MainVertexShader"), SF_Vertex);
However, I got errors that are listed in the following:
I searched on Google for hours but can not figure this out.
This is a bit late, but had a similar problem. Had to add a new shader source directory mapping during StartupModule().
Since we were using it in our game, we had to extend FDefaultGameModeImpl and override StartupModule, then add
Caused by 4.21 change: Fix: Replaced automatic virtual shader directory mapping with manual approach in StartupModule(). It should reduce the amount of directory exists queries at Editor startup.
Hey not sure if you managed to figure this out, but I ran into this problem today.
In your plugins folder, you need to create a "Shaders" directory, and add your .USF/H files in there.
Once you start to load the shader files, you'll notice in the output that the engine is virtually mapping this folder to have an alternate name, in your case it's
Now in your shader declaration macro you want to reference that virtual directory as the base for the shader file you wish to load in your case it would look like this:
answered Feb 20 '18 at 05:02 AM
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