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
| Source | Link |
|---|---|
| GitHub | TypeDreamMoon/DreamShader |
| Expected project path | Plugins/DreamShader |
| Current documented version | 1.4.0 |
Put the plugin directory under the Unreal project:
ProjectRoot/
└─ Plugins/
└─ DreamShader/Enable Flow
- Open the Unreal project.
- Enable the
DreamShaderplugin. - Restart Unreal Editor.
- Create the
DShadersource directory. - Save a
.dsm,.dsf, or.dshfile 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 Engine | Status |
|---|---|
5.7 | Verified |
5.6 | Verified |
5.5 | Verified |
5.4 | Verified |
5.3 | Verified |
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 `
-RocketOn 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| Setting | Purpose |
|---|---|
SourceDirectory | Source root for .dsm, .dsf, and .dsh. |
GeneratedShaderDirectory | Output directory for generated helper include files. |
AutoCompileOnSave | Compile affected assets when sources are saved. |
SaveDebounceSeconds | Debounce interval before reacting to file changes. |
VerboseLogs | Print detailed logs for troubleshooting. |
OpenInNewWindow | Control how the Unreal editor opens the DreamShader VSCode workspace. |
Verify Installation
| Check | Expected result |
|---|---|
| Plugin enabled | DreamShader settings appear in Project Settings. |
| Source directory exists | The plugin can scan DShader. |
A .dsm file is saved | A UMaterial asset is generated or refreshed. |
| VSCode extension installed | Commands and diagnostics appear for DreamShaderLang files. |
| Bridge metadata exported | Saved/DreamShader/Bridge/material-expressions.json is available after plugin export. |
| Preview bridge active | Saved/DreamShader/Bridge/preview.json and preview images update after a VSCode preview request. |
Notes
| Topic | Recommendation |
|---|---|
| Source control | Commit .dsm, .dsf, .dsh, and package manifests. Generated .uasset policy depends on your project workflow. |
| Engine versions | Keep plugin builds aligned with the Unreal version used by the project. |
| Team setup | Standardize SourceDirectory so imports resolve the same way on every machine. |