Generally: Graphics programmer: You should be able to write shaders by hand, with your eyes closed Technical or effects artist: You should be able to write shaders by hand, or at the very least have a healthy understanding of node based shader editing Lead/Senior artist: Depending on engine, you may end up working with…
How many non Unreal engine using studios have their artists building shaders? So far I haven't had to mess with creating shaders on the job and the engines I've worked on did not have any kind of node based shader system.
I've definitely found having shader knowledge useful over the years. It's let me get in on tech/art R&D, got me some bits of freelance money from writing shaders and it means I can throw together a shader that does exactly what I want rather than having to use workarounds. Even if you can't write raw cg/hlsl/glsl, I'd…
Well, there's two routes you could go down really... either delve hardcore into UDK's material editor and create specific examples of what you're trying to achieve. it helps to write down what you're doing because you'll remember it for the future, and if possible, write down WHY you're doing it. or, jump into glsl/hlsl…