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new Custom Material Editor functionality

Discussion in 'General Discussion' started by TitanStudios19, Mar 15, 2013.

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  1. TitanStudios19

    TitanStudios19

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    someone please tell me where I find this new feature... :confused:
     
  2. sama-van

    sama-van

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    yeah same.... not sure to understand...
    Still on 3.5, but already up my Unity pro + ios pro licenses to 4 ....

    What I found so far about it :

    - http://unity3d.com/unity/quality/materials

    Dunno what they mean but... :D WTF???
     
  3. deram_scholzara

    deram_scholzara

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    Yeah, I've been trying to figure this one out as well - I think I have the answer.

    The realease notes say
    Which leads to this:
    http://docs.unity3d.com/Documentation/ScriptReference/MaterialEditor.html

    So it basically looks like they now support custom inspectors for materials (like the already do for scripts and other MonoBehaviour classes).

    I'm sure most people have been assuming that "Custom Material Editors" meant something more like a Unity-made shader editor*(like Strumpy's). I was thrown off on this because of their mention of "The Shader Graph project" in ninja camp VII: http://blogs.unity3d.com/2012/12/07/three-ninja-camp-vii-projects-at-a-glimpse/
     
  4. Farfarer

    Farfarer

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    The important part is that you can now easily define shader keywords per material.

    Which means you can write one shader, have a bunch of similar-but-conflicting functionality separated out between keyword preprocessor defines and then specify which one of those you want to use on a per-material level.
     
  5. Tim-C

    Tim-C

    Unity Technologies

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  6. TitanStudios19

    TitanStudios19

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    Oh thank you very much for all your answers now understand! ;)
     
  7. Tim-C

    Tim-C

    Unity Technologies

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    I'm going to close this thread because there is a real one in the shaders section.
     
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