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ShaderLab Mode For SubEthaEdit

Discussion in 'General Discussion' started by Sync1B, Mar 28, 2006.

  1. Sync1B

    Sync1B

    Joined:
    Sep 13, 2005
    Posts:
    561
    Well here is the first version of my ShaderLab mode for SubEthaEdit. Im sure there some things I left out and the colors might need adjusting. But I need some people to try it out. Hopfully this will be a little helpful in writing ShaderLab shaders. Now all I need to do is learn Cg better and add that :wink:

    Tell me what you think

    Update: I added a key keywords that got left out

    Bill
     

    Attached Files:

  2. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Nice sync,

    Now just make me a "mode" that I can input, "create killer shader that solves all my problems"... and I'll be forever in your debt (which I already am recently for shaders) :wink:

    SubEthaEdit is great and I'm sad to to see it go commercial with a fee based license. But anyone using it should check out the modes created by Andy Stark for Unity C#... and there's a MEL mode too which might be helpful to people using Maya.
     
  3. freyr

    freyr

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    Apr 7, 2005
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    1,148
  4. antenna-tree

    antenna-tree

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    Yep ,should've put in a link :wink: thanks freyr. Who is this wonderful Andy Stark?

    Stand up and take a bow :D
     
  5. andeeeee

    andeeeee

    Joined:
    Jul 19, 2005
    Posts:
    8,768
    I am Andy Stark, but I appear as "andeeee" on this forum. I haven't used Unity for ages, so I haven't read or posted anything for a while. Sorry about that.

    But to make up for it I have made a Unity JavaScript mode for SubEthaEdit which you should find attached to this post (I have also submitted it to the modes list on the SubEtha website).

    The Boo version is.. erm.. not yet available. Does anyone actually use Boo? For Unity, I mean.

    .
     

    Attached Files: