64HzToolchain
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HERTZTOOLCHAIN

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

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DreamShader

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.

Sources.dsm materials / .dsf functions / .dsh shared headers
OutputUMaterial · UMaterialFunction · Material Layer · Layer Blend
Ecosystem9 official packages, plus Blender's shader nodes ported from the Cycles kernel
v1.8.0★ 97UE 5.3 — 5.8MIT
M_Minimal.dsmDreamShaderLang
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_Minimal

DreamFX

Author 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.

Sources.dfs systems / .dfe emitters / .dfm modules
Round tripByte-idempotent both ways, four-layer verification
EngineStock UE 5.8, no engine changes
★ 8UE 5.8MIT
SourceSystems/ *.dfs
Emitters/ *.dfe
Modules/ *.dfm
compile / decompile
Niagara assetsNiagaraSystem
NiagaraEmitter
NiagaraScript

Byte-identical after a round trip — the asset is not a one-way product

DreamTexture

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.

ShapeComfyUI workflow + a Vue front end
OutputBaseColor · Normal · Roughness · AO and more
StylesTwo pipelines: photoreal PBR and stylised NPR
COMING SOONComfyUIPBR / NPR
BASECOLOR
NORMAL
ROUGHNESS
AO

Ecosystem

VS Code extensionsOne each for DreamShaderLang and DreamFX: highlighting, completion, diagnostics, package management, material preview.DreamShaderLang ↗DreamFX ↗
Rider pluginThe same language support inside Rider, in the window your C++ already lives in.tsdaer/dreamshader-language-support ↗
dream-mcpRoutes builds to a running editor, removing a 12–24s cold commandlet and the silent double-write; answers module signatures in milliseconds.GitHub ↗
Package indexmath · color · noise · pbr · normal · sdf · uv · texture · postprocessGitHub ↗
dreamshader-blenderBlender's shader nodes ported to DreamShaderLang from the Cycles kernel, so both sides share the same maths.GitHub ↗
Desktop appsDreamUnrealManager, DreamTranslatePO and DreamDSP are moving to their own site.Coming soon · app.64hz.cn

Put the tools in your project

Plugin
Version
$ git clone --depth 1 --branch v1.8.0 https://github.com/TypeDreamMoon/DreamShader.git Plugins/DreamShader

Most 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.

01Drop the plugin into Plugins/, enable it under Edit ▸ Plugins and restart the editor
02Create DShader/ in the project root and add your first .dsm file
03Save. Auto-compile is on by default, and the asset is already in the engine