Editing the masters¶
Advanced users
You never need to edit the masters: everything is set in Material Instances. Changes inside _Core are overwritten when you update a Kurin pack from Fab.
Safe way to make your own version¶
- Duplicate the master into your own folder outside
_Coreand edit the copy. - Read the yellow README block in the top-left corner: what the graph does, its switches and the order of its blocks.
- Add your feature as its own block in the add-on chain: surface looks (paint, grime) before Cover and Weather, so snow and rain stay on top; always before the green Break → Make Material Attributes output block.
- Take Material Attributes in, give Material Attributes out. Do not wire into the Make node or the Output directly: keep one output point.
- Put it behind its own Use X? static switch, so it costs nothing when off.
- Fill Desc on every new parameter: it becomes the tooltip in the instance.
- Click Apply and test in an instance with the switch on and off.
Reading the graph¶
| Comment color | Meaning |
|---|---|
| Grey | Inputs and parameters |
| Blue | Textures, UV, tiling |
| Teal | Core logic |
| Orange | Optional feature behind a Use X? switch |
| Purple | Custom HLSL |
| Green | Output |
| Red | Debug |
- Shared values travel through named reroutes: Ctrl+F the name to find where it is set and used.
- Logic lives in the MF_ functions; masters only connect them. See Architecture.
- If you change a function, add new inputs at the end and never remove or reorder existing ones, or the masters that call it break.
Custom HLSL¶
- Purple blocks are Custom nodes. After editing, Apply shows errors; Window > HLSL Code shows the generated shader.
- To check the code outside UE, compile it with DXC (
dxc.exe -T ps_6_0) wrapped in a small function.