Hans77 wrote:Thank you for the reply.
So we found out the problem for the compile times: disconnected from cache server. Having changed it to local, the compile times are just like Unity.
The VFX guy here however likes how Shader Forge does it, where you can still use the graph interface while it's compiling in the background - so you're never waiting for it to compile before you can dis-/connect stuff.
Also, sorry to bump it, but is it possible to create shader functions from within the graph editor? I was wrong, UE4 doesn't have this ability - where you can select multiple nodes, right click them and convert them to a shader function (that'd prompt you to give it a name, and maybe specify the folder to save the function in, but defaulting to the same directory as the ASE shader the function was created in.) Does that make sense? Seems it could considerably increase workflow speed. But maybe there are some technical limitations that I'm unaware of.
Thanks for any help!
P.S. By all means, let me know if I should change the title of this thread, or maybe move these other questions to a new post. I apologize in advance if this is getting out of control.
Hello,
Thanks for letting us know, not sure if there's anything we can do in regards to that but I'll pass it on the devs.
Not sure what you mean about Shader Forge, do you happen to be using the live preview on ASE?(the green button in the middle next to the save) If so, you can turn it off, use the canvas and save manually without interruptions.
With the live update on it will save every time you make changes to the shader, just like Unreal.Regarding Shader Functions, that's actually planned and will definitely be a good addition. Just like Unreal Blueprints, the ideia is to be able to collapse networks into single nodes and to generate functions directly in the canvas.
Feel free to ask any question you might have, happy to elaborate!
Thanks!