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Create a New Global Shader as a Plugin

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The Unreal Engine 4 (UE4) Plugin system enables anyone to add a wide range of new functionality without the need to recompile and distribute the entire engine. In the following How - To we will recreate the Lens Distortion global shader plugin to demonstrate how you would go about implementing a global shader that is controllable via Blueprints.

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For this example, we will be re-creating the existing Lens Distortion plugin that can be found in Engine\Plugins\Compositing\LensDistortion to a new Plugin called Foo to demonstrate how you would implement this workflow.

The Shaders in Plugins Quick Start will walk you through creating and using global shader as a Plugin.