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Releases: TypeDreamMoon/DreamShader

DreamShader 1.4.0

06 Jun 13:55

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DreamShader 1.4.0

Compatibility

  • Added Unreal Engine 5.3 through 5.7 compatibility coverage.
  • Verified single-plugin RunUAT BuildPlugin builds for UE 5.3, 5.4, 5.5, 5.6, and 5.7 on Win64.

DreamShader 1.3.9

29 May 13:17

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DreamShader 1.3.9

Maintenance

  • Updated plugin version metadata and documentation references.

DreamShader 1.3.8

25 May 16:44

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DreamShader 1.3.8

Texture Support

  • Added VolumeTexture property parsing, code generation, and default texture handling.
  • Preserved texture object subtypes during code generation so Texture2D, Texture2DArray, and VolumeTexture inputs are passed to generated HLSL with the correct Unreal texture type.

Plugin Cleanup

  • Removed built-in shader library path support from project settings and documentation.

DreamShader 1.3.7

17 May 16:47

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DreamShader 1.3.7

Decompiler

  • Added reflected literal property export for generic UE.Expression(...) decompilation so unsupported MaterialExpression nodes retain more editable state.
  • Preserved connected TextureSampleParameter2D graph inputs such as UV coordinates by exporting connected sample parameters as graph expressions instead of plain Properties declarations.
  • Fixed decompiled MaterialExpressionCustom imports with dynamic named inputs and custom output type metadata.

Performance

  • Improved import performance for very large decompiled materials by reducing per-node package dirtying, throttling progress text updates, and skipping automatic layout on large generated graphs.

DreamShader 1.3.6

12 May 14:01

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DreamShader 1.3.6

Build Fixes

  • Added an explicit MaterialDomain.h include to DreamShaderSettings.h so projects that include the settings header directly can resolve EMaterialDomain reliably.

DreamShader 1.3.5

11 May 10:06

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DreamShader 1.3.5

ShaderFunction Calls

  • Added statement-style multi-output ShaderFunction and VirtualFunction calls in Graph, using positional inputs followed by output target variables.

Dream Shader Function Files

  • Added .dsf Dream Shader Function files for reusable generated ShaderFunction assets.
  • Allowed .dsm and .dsf files to import .dsf files so generated functions can be reused across DreamShader sources.
  • Added .dsf source discovery, dependency tracking, and VSCode workspace file association.

DreamShader 1.3.4

11 May 05:52

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DreamShader 1.3.4

Output Initializers

  • Added support for initialized output declarations such as vec3 Color = Tint; inside Outputs.
  • Allowed Shader blocks to use initialized output declarations with an empty Graph = {} block.

DreamShader 1.3.3

11 May 05:34

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DreamShader 1.3.3

Graph Swizzles

  • Fixed vector property component counts so declared vec2 / vec3 properties bind through RG / RGB instead of always using RGBA.
  • Fixed non-sequential swizzles such as .gbr by generating explicit ComponentMask and AppendVector nodes.

DreamShader 1.3.2

11 May 05:03

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DreamShader 1.3.2

Material Function Generation

  • Preserved generated ShaderFunction input and output IDs across regeneration so existing MaterialFunctionCall nodes in regular Unreal materials keep their connections.
  • Skipped unused generated property nodes in Graph and Custom/HLSL generation paths.
  • Improved generated node placement and avoided Unreal's full automatic layout pass for DreamShader-generated material graphs.
  • Fixed a crash when regenerating opened material function assets whose expressions were still rooted by the editor.

DreamShader 1.3.1

09 May 07:57

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DreamShader 1.3.1

Function Calls

  • Single-output Function and GraphFunction calls can now be used as value expressions, for example Color = Texture::Sample2DRGB(BaseTex, UV0);.
  • Multi-output Function and GraphFunction calls still require explicit out variables, for example Texture::Sample2D(BaseTex, UV0, Color, Alpha);.

Graph Functions

  • Added top-level and namespaced GraphFunction blocks for reusable HLSL Custom-node logic.
  • GraphFunction remains HLSL, but UE.* calls inside its body are converted into material nodes and passed into the Custom node as generated inputs.
  • Added GraphFunction argument validation, recursive call detection, and explicit out-variable writeback.