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Rendering & GPU / Tools & Plugins / Shaders / In the Lab · 2026 · Shipped

GPULab

Seven runnable lessons in low-level GPU programming for UE 5.8 — global shaders, compute, RDG, buffers and ping-pong simulation — written to be read.

Role
Author
Team
Solo
Context
Teaching resource
Timeline
2026
Status
Shipped
Unreal Engine · C++ · HLSL · Compute Shaders

Highlights

  • Every lesson is a shader you can run, paint into a render target and look at
  • Two tracks — Docs explain the finished code, Tutorial builds it from an empty folder
  • Written from the UE 5.8 engine source, with every API checked against the headers

Overview

Unreal's low-level rendering path — FGlobalShader, shader parameter structs, the Render Dependency Graph — is powerful and thinly documented. GPULab is the resource I wanted when I started: a self-contained UE 5.8 plugin where every concept comes with a compute or pixel shader you can run and see.

It's also the foundation the Snow and Sand deformation plugins are built on.

The lessons

#LessonThe one idea
01Hello ComputeThe three pieces every GPU program in Unreal needs
02ParametersHow a number gets from C++ into a shader
03Threads and GroupsWhat "parallel" actually means, drawn as a picture
04Buffers and ReadbackArrays in, arrays out, and why reading results is slow
05Multi-Pass RDGTwo passes, one graph, and the barriers you didn't write
06Pixel Shader PassThe other half of the GPU: drawing triangles
07Persistent SimulationKeeping state alive across frames with ping-pong textures

Designed to be learned from

A GPULab Demo actor builds its own UAV render target and runs any lesson on a plane, live in the editor viewport — pick a lesson from a dropdown and tweak its parameters in the Details panel without touching code. Each lesson is also a plain Blueprint node, so wiring it up by hand teaches the setup you'll use for your own shaders.

There are two ways through the material. Docs explain the finished code one concept per chapter; Tutorial walks you through writing your own version from an empty folder, with a check at every step. The comments are deliberately far denser than production code — it's a textbook you can compile.

Sources, not tutorials

GPULab was written by reading the Unreal Engine 5.8 source directly. Every lesson ends with a "Where this comes from" section listing the exact engine files behind it, alongside Epic's documentation and community write-ups. The engine paths are the primary source on purpose: they match your exact engine version, and unlike a blog post, they can't go out of date.

All lessons were verified running on D3D12 against UE 5.8.

Repository

Learn low-level GPU programming in Unreal Engine 5: FGlobalShader, compute shaders and RDG, as seven small runnable lessons with plain-English docs.

  • C++98.6%
  • C#1.4%
Last push
Sep 2026