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Unreal Engine Graphics Programmer (Advanced Shader Development)

Company

Upwork

Role

Unreal Engine Graphics Programmer (Advanced Shader Development)

Location

Remote

Job type

Contractor

Posted

22 hours ago

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Salary

Not disclosed by employer

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?”

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