Hi guys, putting a shader editor in my editor so I can create or edit shaders on the fly in the engine. I had a bash at generating shader code similar to UnrealEd but was far to complex and there shader code isn't structured like HLSL is so generating it when't over my head... for now (will have another bash at it). Instead I've just programmed rich text box (with mouse input cause it's just faster when editing) and I'll just rebuild the the shader file and load it into DBP to run it in engine.
But, so I don't do anything wrong, is there any tips you think would be a good idea to implement while creating this so I don't miss anything out or have to reprogram a ton of stuff for something missed to work? Cheers in advance
In theory, it should be simple, type stuff into a rich text box, build the file and see if it works. I'll parse for variable names, textures, techniques and extra so I can simply pass variables to the shader via the editor.
EDIT JUST TO TEST SOMETHING
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