As a follow up on this: https://udn.unrealengine.com/s/question/0D54z00006yxUdXCAU/vertexinterpolators-problem
VertexInterpolators are added to the HLSL code even if unused and you demand the HLSL compiler to strip away unused functions (not a big deal if that code compiles). Another issue I noticed is that the unused vertexinterpolator functions access some scalar/vector params and view params that are kept in the allocated buffers (even if the function is removed by the compiler).
In some of our shaders I noticed an increase in total op count just by adding an unused (and stripped) Time * Param vertex interpolator.
I attached two pixelshaders:
58_ps.txt: comes from a simple material (basecolor+normal+cavity*specular+roughnes+ao)
60_ps.txt comes from the same material to with I added an unconnected Time * Speed param VertexInterpolator
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-143150 in the post.
2 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.0 |
Target Fix | 5.7 |
Created | Feb 17, 2022 |
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Updated | Sep 4, 2024 |