Upwork
WebsiteUnreal Engine Graphics Programmer (Advanced Shader Development)
Company
Role
Unreal Engine Graphics Programmer (Advanced Shader Development)
Location
Remote
Job type
Contractor
Posted
22 hours ago
Salary
Job description
- *Upwork Job Posting — Unreal Engine Graphics Programmer (Advanced Shader Development)**
We’re looking for a highly skilled Unreal Engine graphics programmer with strong experience in real-time rendering and shader development to implement two advanced material systems:
### Scope of Work
You will develop **two production-ready master materials** in Unreal Engine:
- **Silhouette Parallax Occlusion Mapping (SPOM) Material**
- Similar to the technique used in *Crimson Desert*
- Must support **true silhouette/profile displacement**, not just standard POM
- Should replicate behavior described in CryEngine’s silhouette POM documentation
- Clean, optimized, and scalable for real-time use
- **SSDM (Screen Space Displacement Mapping) Material**
- Based on the technique demonstrated here:
https://www.youtube.com/watch?v=MQoDpv04FPo
- Should approximate screen-space displacement behavior with stable results
- Must be performant and usable in real production scenarios
### Technical Requirements
Both materials must
- Be built as **clean, well-structured, optimized master materials** (not messy prototypes)
- Support **Material Instances** with the following inputs:
- Albedo / Base Color
- Normal Map
- Height Map
- Packed ORM map:
- R = Ambient Occlusion
- G = Roughness
- B = Metallic
- Be compatible with:
- **Unreal Engine 5**
- **Unreal Engine 4.27**
Please note the shaders should support Unreal Engines various rendering modes: raster/ray-tracing,Lumen, & path tracing.
- Be optimized for real-time rendering (reasonable instruction count and performance)
### Reference Material
- CryEngine Silhouette POM:
https://www.cryengine.com/docs/static/engines/cryengine-3/categories/1114113/pages/1048726
- Additional breakdown (SPOM + SSDM context):
https://3dnchu.com/archives/crimson-desert-spom-ssdm/
- SSDM research paper:
https://www.divideconcept.net/papers/SSDM-RL08.pdf
### Deliverables
- 2 finalized master materials (SPOM + SSDM)
- Clean, readable material graphs (well-organized, commented)
- Example material instances demonstrating usage
- Brief documentation or notes explaining controls and setup
### Ideal Candidate
- Strong experience with **Unreal Engine material editor and HLSL/custom nodes**
- Background in **real-time rendering techniques** (parallax, ray marching, screen-space effects)
- Familiarity with **CryEngine rendering techniques** is a major plus
- Able to balance **visual fidelity vs performance**
### Bonus
- Experience implementing similar techniques in shipped titles
- Ability to suggest optimizations or alternative approaches if needed
---
- *To Apply**
Please include
- Examples of advanced shaders or rendering work
- Any relevant Unreal projects or GitHub links
- Brief explanation of how you would approach silhouette POM or SSDM in UE
---
This is a focused, technical task — we’re not looking for basic POM. The goal is to achieve high-end, next-gen material fidelity comparable to modern AAA techniques.
If you can, please answer the questions
Question 1 (SPOM depth test)
How are you planning to handle rays that exit the heightfield beyond the mesh boundary?
Question 2 (Silhouette validation)
Will this produce correct silhouettes against the skybox, or only approximate edge fading?
Question 3 (SSDM reality check)
How do you plan to handle temporal instability and missing data outside the screen?
Question 4 (Unreal-specific constraint)
“What parts will require Custom HLSL vs Material Graph only?”