Three languages keep materials, VFX and textures as source; 18 plugins fill in what the engine leaves out. One idea runs through all of it:the source file is the authoring surface, the asset is build output。
Author Unreal materials in DreamShaderLang. Saving compiles them into UMaterial, material functions, layers and layer blends — built in memory by default, so nothing lands in the Content Browser until a cook materialises it.
Shader(Name="DreamMaterials/M_Minimal")
{
Properties = {
vec3 Tint = vec3(1.0, 0.2, 0.2);
}
Settings = {
Domain = "UI";
ShadingModel = "Unlit";
}
Outputs = {
vec3 Color;
Base.EmissiveColor = Color;
}
Graph = { Color = Tint; }
}
// 保存 → /Game/DreamMaterials/M_MinimalAuthor Niagara VFX as text. .dfs / .dfe / .dfm compile to standard NiagaraSystems, and any existing NiagaraSystem decompiles back to source — byte-idempotent, so it can take over the effects you already have.
Byte-identical after a round trip — the asset is not a one-way product
A PBR / NPR texture pipeline built on ComfyUI + Vue. One reference image in, a full channel set out — feeding straight into the two toolchains above.
18 open source plugins · Editor · Cinematics · Gameplay · Audio
Move across the wall — the further forward a tile sits, the more stars it has.
$ git clone --depth 1 --branch v1.8.0 https://github.com/TypeDreamMoon/DreamShader.git Plugins/DreamShaderMost of these are not precompiled. They ship as source — drop one into Plugins/ and the engine builds it on the next compile; regenerate project files first if yours is a C++ project. Only 8 of the 25 repositories publish a packaged build you can use as-is.