Just a small blog post to announce that we got the VAF support for our next game’s pre-production. We’re excited to work on that new game and will give more information as soon as we can share anything about it!
For those who are not familiar with the Unity shader programming language Shaderlab, or HLSL. Unity created an amazing new system called Shadergraph; A node-based system that allows artists to create shaders and materials the same way they can create textures with Substance Designer or similar software.
But using Shadergraph the same way as a texture in substance designer is a huge trap!
The reason is that a shader is executed in real-time every frame within the GPU of the computer.
But why all this introduction to talk about booleans within a shader? It’s just a TRUE or FALSE, right?
exiinUnity Shadergraph: How to properly use booleans in a shader?
When using C#, Interfaces are something easy and quite natural to implement. But since we’re using Unreal, it has been quite a challenge to find reliable information for implementing certain design patterns in C++.
This is especially true for Interfaces, as the pure C++ implementation has nothing to do with the way it’s implemented in Unreal.