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Fixes for PR

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Matt Dean 7 年前
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共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      com.unity.shadergraph/CHANGELOG.md

6
com.unity.shadergraph/CHANGELOG.md


![](.data/hd_render_pipeline.png)
Shader Graph now supports HD Render Pipeline with both its PBR and Unlit Master nodes. Simply switch active Render Pipeline and shaders built with Shader Graph will work in both pipelines. Note that Shader Graph can only generate shaders for pipelines that are currently in your project when you save the graph. This means any shaders that were created previous to HD Render Pipeline support will be to be saved again to work!
Shader Graph now supports the High Definition Render Pipeline with both PBR and Unlit Master nodes. Shaders built with Shader Graph work with both the Lightweight and HD render pipelines.
You can now modify vertex position via the Position slot on the PBR and Unlit Master nodes. The input to this node is object space position by default. Custom inputs to this slot should specify the absolute local position of a given vertex. Certain nodes (such as Procedsural Shapes) are not viable in the vertex shader and therefore are incompatible with this slot.
You can now modify vertex position via the Position slot on the PBR and Unlit Master nodes. By default, the input to this node is object space position. Custom inputs to this slot should specify the absolute local position of a given vertex. Certain nodes (such as Procedural Shapes) are not viable in the vertex shader. Such nodes are incompatible with this slot.
### Master node settings

![](.data/texture_nodes.png)
This change expands our support for Texture types via 2 new property types and 4 new nodes. These allow you to define and sample Texture 3D and Texture 2D Array type assets in Shader Graph.
This change expands Unity's support for Texture types via two new property types and four new nodes. These allow you to define and sample Texture 3D and Texture 2D Array type assets in Shader Graph.
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