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Official Focusing on Shaders

Discussion in 'Shaders' started by marcte_unity, Sep 18, 2021.

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  1. jbooth

    jbooth

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    Jan 6, 2014
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    I did talk to them and several users who were interested in it about it. It would require not only a new template, but it to understand a different file type, as well as modification to some of the nodes. That said it's just a lot of typing, but would require their support. And while cool, I don't think it's going to drive more sales for them (or myself), really, so return on investment is not really there.

    For me this is always LTS, because it gets supported for 2 years instead of 3 months, and in theory doesn't have fundamental changes only bug fixes (though this has not always been true). Regardless, without an abstraction layers, it's a massive burden to put on developers, especially since >70% of the bug reports you get are user/unity errors, and any significant change requires checking in N pipelines. And it means really customizing those pipelines (lighting model changes, etc) is basically a non-starter because you no longer match their code flow.
     
  2. DEEnvironment

    DEEnvironment

    Joined:
    Dec 30, 2018
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    On a positive note I found that in api 14x (beta) when we pushed the shader graph generate and show code it did not spit out 3 million lines of rubbish and actually looked useable

    nice work @Unity

    Was not certain if I should have post this as we don’t get to play with nice things for long
     
    Last edited: Jul 20, 2022
  3. jbooth

    jbooth

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    Burring the rubbish just makes it harder to write abstractions for that rubbish. Chances are this is just going to make it harder for me.
     
    BOXOPHOBIC and funkyCoty like this.
  4. aleksandrk

    aleksandrk

    Unity Technologies

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    Jul 3, 2017
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    I'm not entirely sure what you're writing about :)
    Sounds like something in HDRP?.. If that's the case, I'd ask HDRP people about this.
     
  5. dnach

    dnach

    Unity Technologies

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    Mar 9, 2022
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    Hi everybody,

    A first experimental public demo for Block Shaders is now available for you to try and we’re eager to hear your feedback. Block Shaders are our replacement for SRP-compatible Surface Shaders, and aim to eventually unify shader authoring across render pipelines

    Please see the official announcement for Block Shaders, a new streamlined workflow for authoring text based shaders:
    https://forum.unity.com/threads/blo...s-and-more-public-demo-now-available.1350497/

    Block Shaders are enabled by Shader Foundry, a new C# API and intermediate representation of shaders, that allows to integrate more meaningfully with Unity’s shader system. We will share more information on Shader Foundry as we move forward.

    We will be locking this thread, and hope to continue discussion in the announcement thread, which also includes a new public demo for everyone to try!
     
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