TA logoThe Technical Artist
section 11
shaders
the gpu side of art

Shaders, Past The Node Graph

Node graphs are how you sketch a shader; HLSL is how you understand one. This track teaches the language under every material editor - because the day a graph can't do what the AD wants, or runs at 9ms when the budget says 2, the TA who reads code is the one who fixes it.

S-01

HLSL From Zero (For Artists)

Floats, vectors, swizzles, UVs, lerp, and the five functions behind 90% of material work - taught through effects you already know from the graph.

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S-02

Unreal Custom Nodes & Material Functions

Where HLSL plugs into Unreal's material editor: the Custom node, material functions as a library, and master-material design that doesn't melt permutations.

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S-03

Debugging Shaders That Look Wrong

The field guide: output-the-suspect, isolate-by-bisection, the classic wrong-looks catalogue (NaNs, sRGB, tangent space), and the profiling views.

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How This Track Fits

Prerequisites: Materials 101 for the node-graph vocabulary, and nothing else - the HLSL page assumes zero code. Companions: the material performance guide for the budget side, the noise generator and channel packer for feeding your shaders, and the TA math cheat sheet for the dot/cross/lerp family that shader work leans on daily. If this track clicks harder than anything else on the site, read the shader specialization profile - it may have chosen you.