Tested and compatible with : Windows 10, Mac (arm M1), iOS(IPad mini), Android (S9 OpenGL&Vulkan)

Documentation: Shader World Plugin – Documentation

Github access : see end of Description for proof of ownership

Features:

  • World creation from a Material function and Blueprint Brushes : fast iteration, instant feedback
  • Modern Virtual HeightField as a Geometry clip map representation
  • Landscape data layers : runtime computed equivalent to traditional UE4 Landscape layers
  • Mesh and Actor spawning with custom density functions : GPU Driven, using Data layers
  • BP Brushes can write into landscape layers : Heightmap Brush demo writes flowmap
  • 16 Bits Heightmap import using a blueprint tool (raw/png 16bits)
  • Compatible with mobile (Android & iOS) and desktop devices (Windows & Mac)
  • Spawnable Meshes can enable collisions only at proximity for optimal performance
  • Scalable Landscape Material: Clean and Commented, Manage Multi Biomes and feature performance options

Code Modules:

  •  ShaderWorld, Type: Runtime

Number of Blueprints: 15+

Number of C++ Classes: 40+

Supported Development Platforms: Windows, Linux, MacOS

Supported Target Build Platforms: Windows, Android, iOS, Linux, Oculus, PS4, Xbox One, Steam VR, Gear VR

测试并兼容:Windows10,Mac(arm M1),iOS(IPad mini),Android(S9OpenGL和Vulkan)

文件: 着色器世界插件-文档

Github访问 : 请参阅描述结束 拥有权证明

特征:

  • 从材质函数和蓝图画笔创建世界:快速迭代,即时反馈
  • 现代虚拟高度场作为几何剪辑地图表示
  • 地形数据图层:运行时计算相当于传统UE4地形图层
  • 使用自定义密度函数生成网格和Actor:GPU驱动,使用数据层
  • BP笔刷可以写入地形图层:高度图笔刷演示写入流图
  • 使用蓝图工具导入16位高度图(raw/png16位)
  • 兼容移动设备(Android和iOS)和桌面设备(Windows和Mac)
  • 可生成网格体只能在接近时启用碰撞,以获得最佳性能
  • 可扩展的景观材料:清洁和评论,管理多个生物群落和功能性能选项

代码模块:

  •  着色世界,类型:运行时

蓝图数目: 15+

C++类数: 40+

支持的开发平台:Windows,Linux,MacOS

支持的目标构建平台:Windows,Android,iOS,Linux,Oculus,PS4,Xbox One,Steam VR,Gear VR










ShaderWorld is a code plugin built by qualified engineers with at least a master degree in computer science.

Shader World Documentation

Roadmap

Downloadable demo map (available in plugin content folder)

April 2024:

*New*

Fluid Ninja Live 1.9 Short tutorial

December 2023 :

Tutorial – Use any Landscape Material

Tutorial – Spawnables

November 2023:

11/21/2023 : 3.6 Release Livestream Material Interface | Terrain holes (caves) |

11/8/2023 Version 3.5 Patch Note: GPU Backend translated to CPU | Mesh Brush Components | Tiled import | Performance

Integration Tutorials:

Ultra Dynamic Sky tutorial + material setup (4 first minutes)

Fluid Ninja Live 1.9 Short tutorial or longer version: Fluid Ninja Integration tutorial

Shader World is an alternative to Unreal Engine Landscape, with a different terrain rendering strategy which better respects the terrain topography thanks to an adaptive terrain topology, it is also fully editable at runtime in packaged games, while Unreal Engine Landscapes cannot be modified once the game is packaged.

Shader World surface rendering can also be used to efficiently compute and render dynamic surfaces such as Oceans.

Shader World relies on GPGPU, General Purpose GPU programming, to generate its surface and place assets. It is currently the only fully GPU accelerated tool for procedural world generation available on the Unreal Engine marketplace.

For a given terrain resolution: World surface, collisions, and asset spawning are all generated on GPU deterministically. The only requirement is compute shaders supports, which for Smartphones means at least OpenGL ES 3.1 compatiblity, and for desktop GPU: any GPU since 2013.

Shader World plugin is a high performance modern procedural world toolkit, integrated in Unreal Engine ecosystem, with fast iteration and instant feedback.

Drawing inspiration from industry leaders and standards, the asset spawning framework is heavily inspired from the one currently used by games such as Horizon Zero Dawn.

Website : shader.world

Email: contact@shader.world

Twitter : twitter.com/ShaderWorldPlugin

Opened Discord : discord.ShaderWorldPlugin

October 2023 :

10/15/2023 Version 3.2 Patch Note : Compute Shader Material Evaluation | Initial Spline support | Biomes & Materials Collections Objects

Version 3.0 Release Stream : PCG Compatiblity | Bounded World | Improved Culling

Version 2.7 Release Stream

Version 2.5 Release Stream

Version 2.0 + Ultra Dynamic Sky Showcase

Shader World vs Unreal Engine Landscap

Github access : we just need your github username and a proof of ownership.

Proof of ownership, two options :

– By Email : Mailing your Order ID and Epic User name account, as well as github account name to “contact@shader.world”, we will then be able to confirm ownership by contacting Marketplace support.

– From the UE Marketplace, Shader World page – You can leave a Question (even temporary, removed after) or a Full Review (Please no verification only reviews, no unsubstantial reviews). Thanks to a small key appearing next to your username we can instantly attest ownership.

Discord is opened, you don’t need any discord identification.

Shader World 1.7 Highlight

Shader World 1.3 Video Review

Youtube Introduction

Shader World 1.2 Video Review

Shader World 1.1 Heightmap Brush Teaser

Shader World 1.1 World Creation Live Stream

ShaderWorld是由至少拥有计算机科学硕士学位的合格工程师构建的代码插件。

着色器世界文档

路线图

可下载的演示地图 (可在插件内容文件夹中找到)

2024年4月:

*新的*

流体忍者现场1.9简短教程

2023年12月 :

教程-使用任何景观材料

教程-可生成

2023年11月:

11/21/2023:3.6发布 材料界面/地形洞(洞穴)|

11/8/2023版本3.5补丁说明: GPU后端转换为CPU/网格刷组件|平铺导入/性能

集成教程:

超动态天空教程+材料设置(4第一分钟)

流体忍者现场1.9简短教程 或更长版本: 流体忍者集成教程

着色器世界是一个替代虚幻引擎景观,与不同的地形渲染策略,更好地尊重地形地形由于自适应地形拓扑,它也是 在打包游戏中运行时完全可编辑, 虽然虚幻引擎地形不能在游戏打包后修改。

着色器世界表面渲染还可用于高效计算和渲染海洋等动态表面。

Shader World依赖GPGPU(通用GPU编程)来生成其表面和放置资源。 它是目前虚幻引擎市场上唯一可用于程序化世界生成的完全GPU加速工具。

对于给定的地形分辨率:世界表面、碰撞和资源生成都是在GPU上生成的 确定性的. 唯一的要求是计算着色器支持,这对于智能手机意味着至少OpenGL ES3.1兼容性,对于桌面GPU:自2013年以来的任何GPU。

着色器世界插件是一个高性能的现代程序世界工具包,集成在虚幻引擎生态系统中,具有快速迭代和即时反馈。

从行业领导者和标准中汲取灵感,资产生成框架在很大程度上受到了游戏当前使用的启发,例如 地平线零黎明.

网站 : 着色器。世界

电邮:联系@着色器。世界

推特 : twitter.com/ShaderWorldPlugin

打开不和谐 : 不和谐。着色器,着色器

2023年10月 :

10/15/2023版本3.2补丁说明 :计算着色器材质评估/初始样条支持/生物群落和材质集合对象

版本3.0发布流 :PCG相容性|有界世界/改进剔除

版本2.7发布流

版本2.5发布流

版本2.0+超动态天空展示

着色器世界vs虚幻引擎景观

Github访问 :我们只需要您的github用户名和一个 拥有权证明.

拥有权证明, 两个选项 :

-通过电子邮件:将您的订单ID和Epic用户名帐户以及github帐户名称邮寄到”联系@shader。然后,我们将能够通过联系市场支持来确认所有权。

-从UE市场,着色器世界页面-你可以留下一个 问题 (即使是暂时的,之后删除)或 全面检讨 (请不要 仅验证 检讨报告, 没有未经证实的评论). 感谢一个小钥匙出现在您的用户名旁边,我们可以立即证明所有权。

Discord打开,您不需要任何discord标识。

着色器世界1.7亮点

着色器世界1.3视频回顾

Youtube简介

着色器世界1.2视频回顾

着色器世界1.1高度图画笔预告

着色器世界1.1世界创造活流

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