Search Unity

  1. Looking for a job or to hire someone for a project? Check out the re-opened job forums.
    Dismiss Notice
  2. Unity 2020 LTS & Unity 2021.1 have been released.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Feedback Feature Request for Unity Shader Graph

Discussion in 'Unity Collaborate' started by RChrispy, Jan 6, 2021.

  1. RChrispy

    RChrispy

    Joined:
    Dec 18, 2013
    Posts:
    62
    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
unityunity