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Not as good as the feature requested, but I have implemented the simple part where an example .hlsl file for a Custom Function is created from the...
First, I'd like to thank Unity team for allowing the creation of Custom Function nodes from hlsl include files. I find it extremely useful....
I recently updated some of my code where Material.SetInt was used, which is now deprecated. After having updated my code to use the new version...
I agree that adding a "Unique" checkbox would be a decent and safe workaround solution, assuming Unity could be reluctant to modify a default...
I've run more simple tests, in an attempt to diagnose how and when Subgraph data gets mixed up across instances. It definitely seems to be an...
You are right that the Subgraph output will be different, depending on where that output is consumed along the node sequence. Regarding the idea...
For anyone interested in temporary workarounds, adding a cache node to prevent the Subgraph output value to be overwritten by the 2nd Subgraph...
I don't have an answer for your particular issue, but for reference, I also have problems where Subgraph instances do not seem to fully behave as...
Hi all! I've just stumbled on a behavior with Subgraphs that I consider a bug (or perhaps an inconsistency), and I'd like to document that here....
Thanks cr4y for testing the URP shadergraph, that's useful information! Additional note : blitting a Built-in Unlit shadergraph works with all...
HDRP shadergraphs fail to render properly with Graphics.Blit() mainly because object and view projection matrices used by these shaders are...
Good question, that could be useful. I don't have a direct answer, but perhaps this link might help:...
Hi all! I am trying to figure out the simplest and most effective pattern to encapsulate in a subgraph the relative complexity of: creating an...
This now seems to work with Unity 2021.2+ : a BuiltIn Unlit Shader Graph can be used by a material to update a Custom Render Texture, as shown...
For those interested: Unity 2021.2 - Preferred solution Blitting a BuiltIn Unlit Shader Graph to a RenderTexture can work with the High...
Ok, so I just found the source code for the Voronoi node. That seems to answer the question: from here using System.Reflection; using...
The ability to write custom shaders is awesome! One thing I still can't figure out is how (or if possible at all) to add a secondary utility...