What really amazed me is that I was wondering if I could use this in other games. Here's his page showing some screenshots on Burnout Paradise I discovered this amazing thing called ENBseries by Boris Vorontsov where you just put a d3d9.dll into the folder where any game executable is and his custom ini file and you can add all these features yourself and customize to an amazing degree! Basically sort of the look of Half-Life 2 where it's too plain and sharp and textures are obvious, etc. #ENBSERIES IS COMPILING GAME SHADERS MANUAL#You know, that look of 3D games were it's just the pure polys and textures and it feels like it could use more shadowing, some depth of field, some motion blur, some bloom, manual adjustment of pixel lighting, brightness, darkness, add occulion, improve reflections, specular, etc. #ENBSERIES IS COMPILING GAME SHADERS PC#This feature is available since 4.13.Īt this point you can now stick a breakpoint into the CompileD3D11Shader() function on D3D11ShaderCompiler.cpp, run SCW with the command line and you should be able to step into how we call the platform compiler.I just got Burnout Paradise and found the built in SSAO feature for PC ground my system to a halt but I thought the vanilla game looked "too clean". This command line can also be easily copied if you enabled the r.DumpShaderDebugWorkerCommandLine=1 cvar, which will dump a file called DirectCompile.txt next to the generated USF file. EntryPoint is the function name of the entry point for this shader in the usf fileįor example, D:\UE4\Samples\Games\Tapp圜hicken\Saved\ShaderDebugInfo\PCD3D_SM5\M_Egg\LocalVF\BPPSFNoLMPolicy\f -format=PCD3D_SM5 -ps -entry=Main.ShaderType is one of vs/ps/gs/hs/ds/cs which correspond to Vertex/Pixel/Geometry/Hull/Domain/Compute shader type.ShaderFormat is the shader platform format you want to debug (in our case PCD3D_SM5).PathToGeneratedUsfFile is the final usf file from the ShaderDebugInfo folder. ![]() Starting on 4.11 we added the feature for ShaderCompileWorker (SCW) to be able to debug the call to the platform compiler the command line is: The text file (named DirectCompile.txt) contains the command line for debugging with ShaderCompileWorker (below). The batch file is a way to call the platform compiler to look at intermediate code. #ENBSERIES IS COMPILING GAME SHADERS CODE#This usf file is the final shader code that will go to the platform’s compiler, run after the preprocessor. #ENBSERIES IS COMPILING GAME SHADERS FULL#If we had this set to 0, the full path would look like:ĭ:\UE4\Samples\Games\Tapp圜hicken\Saved\ShaderDebugInfo\PCD3D_SM5\M_Egg\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\fįinally in that folder there will at least be a batch file, a text file and a usf file. Shaders are grouped in maps ordered by vertex factories (which mostly end up corresponding to a mesh/component type) in this case you have the Local Vertex Factory:įinally, the next path is the permutation of features because we had enabled r.DumpShaderDebugShortNames=1 earlier, the names are compacted (to reduce path length). In this case, we are in the M_Egg material: Now we get a folder per material name, and a special one called Global. ![]() ![]() ![]() Now for every shader format/platform, you’ll find a subfolder, in this case PC D3D Shader Model 5: Let’s analyze the full path for a dumped file:ĭ:\UE4\Samples\Games\Tapp圜hicken\Saved\ShaderDebugInfo\PCD3D_SM5\M_Egg\LocalVF\BPPSFNoLMPolicy\f If you’re debugging a particular material, you can edit the material in the editor and then apply or save, this will dump the shader files again. This will recompile shaders and dump all the intermediate files in your Project/Saved/ShaderDebugInfo folder. To build them in debug, change your solution properties (Visual Studio: Build->Configuration Manager) for ShaderCompileWorker to Debug_Program:Īt this point, you’ll want to generate the files you’ll be able to debug enabling the cvars will allow subsequent compilations to dump out the generated files to force a rebuild of all shaders, add a space or a change to Engine/Shaders/f, and re-run the editor. On your ConsoleVariables.ini file (usually located at Engine/Config/ConsoleVariables.ini), enable these cvars:īy default, UnrealBuildTool (UBT) will generate projects for tools to always compile in Development. Enable CVars to allow dumping intermediate shaders This post will allow you to debug any issues associated with it. During development, it’s a good idea to take a look at what exactly UE4 is sending to the platform’s shader compiler.
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