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I want a proper material editor for mobiles

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    I want a proper material editor for mobiles

    I'm sure its become very obvious that the default mobile material component is very limiting, it pretty much stops you doing anything fancy with the shaders.
    Now I know that at least in the IOS platforms the shaders use OpenGL ES2, which means you can create some very nice effects( hardware dependant ).

    Now all I want in the material editor is to be able to blend between 2 textures using a Scalar Parameter as the alpha value, something like this.

    http://i.imgur.com/ZQIVM.jpg

    Now I've looked all over the udn and these forums and it seems like epic have made doing something like this rather difficult, but I had a small revelation when I found this while digging for a cure.

    http://i.imgur.com/Ms7ml.jpg

    A little further more digging and I found this located in the content browser under Engine->MobileEngineMaterials.

    http://i.imgur.com/TbdAj.jpg
    If you look through this material you see quite clearly that they use all kinds of parameters to change the way the material behaves, you will also notice that some of these parameters that they use are the same as
    what can be found in the Material Editors' - Mobile section, which got me thinking that this could be a Material instance, so I went hunting further.

    After doing a bit more digging, I found that this material can be specified in the BaseEngine.ini and the UDKEngine.ini.
    http://i.imgur.com/BvbLM.jpg

    Now at this point I had to leave work for the day -,- but I hope that someone else with see where I'm going with this and help me figure out a way to get full Material control out of the udk for mobile platforms.
    I'm sure if we succeed it'll benefit everyone lol.

    Btw if I have missed something here please let me know, but it seems like something so simple as dynamic texture blending should be available from the off.
    Cheers
    Deadwizad

    #2
    There's the flatten function--it allows you to use the nodes of the material editor and it will then render (flatten) it all down to a texture. The only limit there is that you can't do things like animations or effects like reflection that way.

    I think the other limits might just be because of mobile limitations

    Comment


      #3
      You see thats the thing, if you look at the specs for the IOS it can easily handle all of this stuff, I want to be able to dynamically mess with the texture and have the materials do what I want. Look at shadowgun on the IOS, its done in unity but you get the idea.

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        #4
        Originally posted by Deadwizad View Post
        You see thats the thing, if you look at the specs for the IOS it can easily handle all of this stuff, I want to be able to dynamically mess with the texture and have the materials do what I want. Look at shadowgun on the IOS, its done in unity but you get the idea.
        You can do the same with UDK But not with the material editor.

        The material editor makes it very easy for you to create shaders. Normally shaders are programs written in a specific language (e.g. ShaderLab for Unity).

        The guys who made ShadowGun wrote their own shaders. They used some pretty nice tricks to achieve their goals. You can write your own shaders, but it's very complicated to write a good shader who delivers a certain performance.

        Have a look at the files in the Shaders/Mobile folder inside your UDK directory. The .msf you can open with a normal text editor.

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          #5
          Originally posted by order66 View Post
          You can do the same with UDK But not with the material editor.

          The material editor makes it very easy for you to create shaders. Normally shaders are programs written in a specific language (e.g. ShaderLab for Unity).

          The guys who made ShadowGun wrote their own shaders. They used some pretty nice tricks to achieve their goals. You can write your own shaders, but it's very complicated to write a good shader who delivers a certain performance.

          Have a look at the files in the Shaders/Mobile folder inside your UDK directory. The .msf you can open with a normal text editor.
          Ah lovely that's the sort of thing I want to know, don't suppose you have any links or info on how to set these up so that you can specify the how the shaders are linked to an object?

          Cheers
          Deadwizad

          Comment


            #6
            First you gotta do a lot of basic stuff. Such as the differences between pixel, vertex and geometry shader. You can try: http://www.gamedev.net/ or have a look at the wikipedia page. There are some useful links, too.

            Comment


              #7
              Originally posted by order66 View Post
              First you gotta do a lot of basic stuff. Such as the differences between pixel, vertex and geometry shader. You can try: http://www.gamedev.net/ or have a look at the wikipedia page. There are some useful links, too.
              I can assure you that i'm already quite proficient at writing optimised shaders for multitude of platforms, thats not what i'm asking. I know how to use shaders and what they are. I'm asking how and where to bind them into the UDK as custom shaders, so that on the IOS device i dont have to use their limited material editor.

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                #8
                @Deadwizad

                Any more progress on this? Sadly, this is a serious limitation for mobile development with UDK (at least for us Indies).

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