Unreal Engine 5.5 - Compute Shaders With PCG Introduction (Height Thresholding in HLSL)

Unreal Engine 5.5 - Compute Shaders With PCG Introduction (Height Thresholding in HLSL)

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Unreal Engine 5.5 - Compute Shaders With PCG Introduction (Height Thresholding in HLSL)
Topic: Unreal Engine 5.5 New Features Compute Shaders Intro (PCG) In this video we take a look at how to use the new Unreal 5.5 Compute Shaders (HLSL) with PCG. We will use HLSL in PCG to Generate a Grid of Points that will vary the Scale of objects scattered to those points based on the difference in height in a localized area. Resulting in larger objects scattered on localized crevices or peaks. This video goes over the basics of using Compute Shaders with PCG, and serves as a Introduction. What is done in this video in HLSL is loosely based on something similar we have done in HLSL during a past Tutorial which can be found here, https://youtu.be/BrBYkgGMUSQ If you enjoyed this video, you may also be interested in... Pathfinding with PCG https://youtu.be/AfJz6zQ1BkE Elevation Isolines in PCG https://youtu.be/2BVtvGeqENE Realistic Interactive Water in 5 Minutes https://youtu.be/i9Bfg5H_fKM Why Join The Patreon? This video you will get the Slide Deck/PDF version of this Tutorial along with the commented source code for this video. 🎁 Holiday Season & Christmas Promo Codes 🎄 50% Off Annual Subscription (C59B5) 30% Off Monthly Subscription (D0F85) Patreon: https://patreon.com/renderBucket Discord: https://discord.gg/BxsersBPQc #UnrealEngine5 #UE5 #GameDevelopment #PCG #ProceduralContentGeneration #Pathfinding #UE5Tutorial #HLSL #Compute