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Medium 1 für Eintrag HLSL Auto Variables Primer

Beschreibung

OVERVIEW VIDEO | DOCUMENTATION | EXAMPLE

Primer HLSL Auto Variables automatically converts //Comment‑Based parameters into Material inputs.

Generate scalar, vector2/3/4, UV, and time inputs directly from HLSL code comments with one click.

CORE FEATURES

  • Automatic input creation from // ParamName - DefaultValue comments

    • also capable of inserting inputs anywhere when the list changes

  • Scalar, vector (float2/3/4), UV, and time node generation

  • Preserves existing valid input connections

  • Auto‑positioned nodes for clean graphs

  • Undo/redo support with editor transactions

  • One‑click parse button in the Custom node details panel

How To

  1. Click your Custom Node

  2. Click the Auto Parse Button at the top!

SUPPORTED TYPES

  • // UV

  • // Time

  • // MyInt - (5)

  • // MyFloat - (1.0)

  • // MyFloat2 - (0.0,0.0)

  • // MyFloat3 - (1.0,0.5,0.0)

  • // MyFloat4 - (1.0,0.0,0.0,1.0)

SMART BEHAVIORS

  • UV / TexCoord names create a TexCoord node

  • Time creates a Time node with IgnorePause enabled

  • Vector parameters are created as Vector Parameter nodes

  • Float2 builds Append Vector from X/Y scalar parameters

USE CASES

  • Fast prototyping of param‑heavy custom HLSL

  • Artist‑friendly custom nodes without manual input wiring

  • Consistent parameter naming across teams

  • Rapid iteration on Custom expressions

PRIMERS

Part of the Primer series, this plugin prioritizes clarity, control, and practical workflows.

MCP or AI usage (Prompt)

Write inline HLSL for Unreal's Custom Material node using the Primer AutoParamHLSL format.

Declare inputs as comments at the top:

// ParamName - (DefaultValue) // optional comment

Component count picks the type:

(1.0) -> float

(5) -> int (no decimal)

(0.0,0.0) -> float2

(0.0,0.0,0.0) -> float3

(0.0,0.0,0.0,0.0) -> float4

Bare names link reserved nodes (no value):

// UV // Creates a TexCoord node

// Time // Creates a Time node

Param comments first, blank line, then HLSL body that returns a float/float2/float3/float4. Reference params by name.

Enthaltene Formate