Custom Shader Rendering in Unreal

Custom Shader Preview

Custom Shader Rendering is a fully modular post-process and rendering pipeline inside Unreal Engine built using C++, HLSL, and the global shader system. It supports runtime toggles, full view extension injection, and pixel shader effects.

  • Created reusable shader modules and view extensions.
  • Injected post-process passes using render graph (FRDGBuilder).
  • Processed scene textures like color, depth, and stencil in .usf shaders.
  • Tested dynamic effects with runtime actor toggling.
Technologies Used
  • Unreal Engine
  • HLSL
  • Global Shaders
  • Visual Studio
Key Components
  • MyCustomShader.usf: Post-process HLSL logic with time and UV-based color control.
  • MyCustomRenderingPass.cpp: Render graph injection point using AddPass().
  • MyViewExtension.cpp: Handles injection into UE's rendering flow.
  • MyCharacter.cpp: Runtime control and debug of effect logic.
Use Cases
  • 🔦 Lens Flares — bloom-style overlays from light sources
  • 🧼 Filters — blur, chromatic aberration, or edge detection
  • 🕶 Stylized Renders — outlines, toon shading, retro filters
  • 🧬 Visualization — view buffers like normals, velocities
Challenges and Solutions
  • Challenge: Shader injection without engine overrides
    Solution: Used View Extensions and Render Graphs to register non-destructively
  • Challenge: Compatibility with packaged builds
    Solution: Global shader registration through proper module startup hooks
Shader Snippet

Sample pixel shader logic from a custom pass:


float3 SceneColor = SceneTextureLookup(UV, 0).rgb;
float3 SceneNormal = SceneTextureLookup(UV, 8).rgb;
float3 SceneDepth = SceneTextureLookup(UV, 1).rrr;

// Generate screen-space outlines by comparing normals
float3 N1 = normalize(SceneNormal);
float3 N2 = normalize(SceneTextureLookup(UV + float2(1.0/ViewportSize.x, 0), 8).rgb);
float Outline = step(0.1f, distance(N1, N2));

// Time-based pulse effect on glow
float Pulse = 0.5 + 0.5 * sin(GlobalTimeVec4.x * 4.0);
float3 Glow = Pulse * float3(1.0, 0.6, 0.1);

// Combine everything
float3 FinalColor = lerp(SceneColor, Glow, Outline);
return float4(FinalColor, 1.0);

Stencil Vision Project This project explores a full custom rendering pipeline in Unreal Engine using C++, HLSL (`.usf`), and the global shader system.


Release Date july 22, 2025
Category Graphics, Shader Programming
Connect with me
Khaled Zakaria • Game Developer • Unreal engine Programmer • Instructor • Game Programmer •