ue-materials-and-shaders
Materials & shaders
For graph-specific effects, use ue-material-graph-effects. For reusable PBR graph structure and texture contracts, use ue-master-material-authoring. For terrain shading, use ue-auto-landscape-materials or ue-landscape-rvt-and-grass as appropriate.
For generated tissue or other large organic surfaces, see organic surface projection and seam diagnosis. Distinguish UV seams, image-border wrapping and split mesh normals before changing the shader; retain approved lighting and material appearance on unaffected assets.
UE materials are node graphs that compile to HLSL shaders. The central workflow idea is parameters + instances: one parameterized base material, cheap asset variants (constant instances), and runtime-tweakable copies (dynamic instances). Understanding where to put logic — parameter vs. static switch vs. separate material — determines both quality and compile cost.