DreamShaderLang
DreamShader Plugin

Install the Plugin

Add the DreamShader plugin to an Unreal project and prepare the language source directory.

This page focuses on the Unreal plugin. For the first language file, see Installation and Setup.

Get the Plugin

SourceLink
GitHubTypeDreamMoon/DreamShader
Expected project pathPlugins/DreamShader
Current documented version1.4.0

Put the plugin directory under the Unreal project:

ProjectRoot/
└─ Plugins/
   └─ DreamShader/

Enable Flow

  1. Open the Unreal project.
  2. Enable the DreamShader plugin.
  3. Restart Unreal Editor.
  4. Create the DShader source directory.
  5. Save a .dsm, .dsf, or .dsh file under the configured source root.

The plugin should detect changes and compile affected assets when auto-compile is enabled.

Engine Compatibility

DreamShader 1.4.0 is actively developed against Unreal Engine 5.7 and has been verified on Windows with single-plugin RunUAT BuildPlugin builds:

Unreal EngineStatus
5.7Verified
5.6Verified
5.5Verified
5.4Verified
5.3Verified

To validate the plugin without building a full project target, use:

& "<EngineDir>\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin `
  -Plugin="<ProjectDir>\Plugins\DreamShader\DreamShader.uplugin" `
  -Package="<OutputDir>\DreamShader" `
  -TargetPlatforms=Win64 `
  -Rocket

On Windows, UE 5.3 and 5.4 may require the MSVC 14.38 toolchain. Newer compiler toolchains can fail while compiling older engine headers before DreamShader code is reached.

Project Settings

The main settings live under:

Project Settings > DreamPlugin > Dream Shader
SettingPurpose
SourceDirectorySource root for .dsm, .dsf, and .dsh.
GeneratedShaderDirectoryOutput directory for generated helper include files.
AutoCompileOnSaveCompile affected assets when sources are saved.
SaveDebounceSecondsDebounce interval before reacting to file changes.
VerboseLogsPrint detailed logs for troubleshooting.
OpenInNewWindowControl how the Unreal editor opens the DreamShader VSCode workspace.

Verify Installation

CheckExpected result
Plugin enabledDreamShader settings appear in Project Settings.
Source directory existsThe plugin can scan DShader.
A .dsm file is savedA UMaterial asset is generated or refreshed.
VSCode extension installedCommands and diagnostics appear for DreamShaderLang files.
Bridge metadata exportedSaved/DreamShader/Bridge/material-expressions.json is available after plugin export.
Preview bridge activeSaved/DreamShader/Bridge/preview.json and preview images update after a VSCode preview request.

Notes

TopicRecommendation
Source controlCommit .dsm, .dsf, .dsh, and package manifests. Generated .uasset policy depends on your project workflow.
Engine versionsKeep plugin builds aligned with the Unreal version used by the project.
Team setupStandardize SourceDirectory so imports resolve the same way on every machine.

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