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Feature Request Feature Request for Unity Shader Graph

Discussion in 'Shader Graph' started by RChrispy, Jan 6, 2021.

  1. RChrispy

    RChrispy

    Joined:
    Dec 18, 2013
    Posts:
    71
    A simple node that would enable the users of shader graph to create more interactive shaders directly in the editor: Tags

    Tags should be a public node always displayed in the editor (maybe colapsed not connected to anything?) It is in the generated shader code and generating the code saving it in a different file just to edit the tags every time you fix enhance or change something is annoying. Especially because the preview during shader scripting is not working on interactive shaders like in the example link below.

    ShaderGraph Code:
    Code (CSharp):
    1. Shader "Shader Graphs/2DFogOfWarShader" {
    2. Properties {
    3. [NoScaleOffset]  _MainTex ("MainTex", 2D) = "white" { }
    4. _TeamNumber ("TeamNumber", Float) = 0.000000
    5. _ThisLocalPlayerTeamNumber ("ThisLocalPlayerTeamNumber", Float) = 0.000000
    6. [ToggleUI]  _SharedVisionInTeam ("SharedVisionInTeam", Float) = 1.000000
    7. }
    8. SubShader {
    9. Tags { "QUEUE"="Transparent+0" "RenderType"="Transparent" "RenderPipeline"="UniversalPipeline" }
    10.  
    11.  
    12. // Stats for Vertex shader:
    13. //        d3d11: 8 math

    Example to achieve something like this:
    https://gamedev.stackexchange.com/q...-i-only-show-parts-of-objects-that-overlap-2d


    ps: Also I was not sure where to post such simple feature requests a Community Manager could move this thread if necessary.
     
    Last edited: Jan 6, 2021
  2. mrsnipey_unity

    mrsnipey_unity

    Joined:
    Sep 11, 2020
    Posts:
    3
    +1 from me.
     
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  3. d2clon

    d2clon

    Joined:
    Aug 19, 2017
    Posts:
    19
    Yes I just want to set "DisableBatching" = "True" in my shader :/
     
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  4. allworknoplay

    allworknoplay

    Joined:
    Mar 5, 2015
    Posts:
    21
    Yes please! It really cripples shader graph to have to manually compile the shader to add a tag.
     
    Foreman_Dev likes this.
  5. iDerp69

    iDerp69

    Joined:
    Oct 27, 2018
    Posts:
    49
    I need this.
     
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  6. bugbeeb

    bugbeeb

    Joined:
    Oct 19, 2021
    Posts:
    22
    +1 Trying to set a replacement shader for the Camera
     
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  7. Brantkings

    Brantkings

    Joined:
    Aug 12, 2013
    Posts:
    3
    This would be good for me too!
     
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  8. CosmicWorker

    CosmicWorker

    Joined:
    Jan 31, 2015
    Posts:
    3
    Found this topic while searching for any info on how to fix the shader warning "The shader of this material does not support skybox rendering" when using a custom skybox shader made with shadergraph.

    In shader graph's blackboard, click [ + ] > [ Keyword ] > [ Enum ].
    I've added keyword "RenderType" with a default value of "Background". This adds a shader tag "RenderType"="Background" which removes the warning.

    Hope this is the right solution and as intended by Unity.
     
  9. YJack

    YJack

    Joined:
    Apr 7, 2010
    Posts:
    44
    +1
     
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  10. Foreman_Dev

    Foreman_Dev

    Joined:
    Feb 4, 2018
    Posts:
    82
    Any word on this request?

    I tried @CosmicWorker 's Shadergraph enum solution but it doesn't appear to modify the RenderType tag at all. I want to set "RenderType"="TreeLeaf", in my Shadergraph but it does not work. I'm using Unity 2020.3.30f1.

    Would love this feature...
     
  11. Gosciu

    Gosciu

    Joined:
    Jan 2, 2016
    Posts:
    4
  12. Genebris

    Genebris

    Joined:
    Mar 18, 2013
    Posts:
    144
    Maybe some day we will reach at least 50% functionality of ASE with SG. :(