Tim Cooper
da4824f7
Readd all existing nodes.
Most nodes are now correct. Some still need UI work (texture).
Missing some of the 'art' nodes still.
9 年前
Tim Cooper
0dd596bf
[Material Graph] change nodes property to GetNodes<T> where you can get nodes of a given type
Remove redundent code
Set node when adding to graph (do not set owner manually)
Tidy up tests after changes.
9 年前
Tim Cooper
62377747
[Material graph] Working subGraph now. Copies function / properties etc.
8 年前
Tim Cooper
7ae021c6
[material graph]Convert slots from being a string into being an int that can be referenced from the node.
8 年前
Tim Cooper
0e9ee494
[Material Graph]Tidy + small Refactorings. Add more tests.
8 年前
Tim Cooper
cc192491
[Material Graph]Adding property node tests + pixel node tests + tidy API as I go (light functions specifically)
8 年前
Tim Cooper
553fedbf
[Format]Run code formatting
8 年前
Peter Bay Bastian
85173f43
Added UI for Vector{2,3,4}
8 年前
Peter Bay Bastian
234030ae
Corrected onModified calls for various nodes
8 年前
Matt Dean
5bed2efc
Menu Reorg: Input
8 年前
Matt Dean
3bce395a
Added Matrix4 and fixed Matrix multiply
8 年前
Matt Dean
46d84ef9
Fixed vector2 node
8 年前
Peter Bay Bastian
7e160ce8
Run `hg format` on repository
7 年前
Tim Cooper
f6fa3513
Starting to extract properties.
7 年前
Tim Cooper
8a87c992
More refactoring.
7 年前
Tim Cooper
779d0288
[MatGraph]Use generated names for properties so that they do not conflict and are formatted properly.
7 年前
Tim Cooper
215e1b6a
Refactoring slot types.
7 年前
Peter Bay Bastian
ff8de4d3
New attribute-based system for node controls
7 年前
Peter Bay Bastian
1125f7df
Common attribute control for floaty properties
7 年前
Tim Cooper
a5c9b0ce
Merge branch 'exposed-prop-subgraph'
# Conflicts:
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix2Node.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Matrix/Matrix3Node.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/SubGraph/AbstractSubGraphIONode.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/SubGraph/AbstractSubGraphIONode.cs.meta
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/AbstractMaterialGraphEditWindow.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/GraphInspectorView.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/MaterialGraphPresenter.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Presenters/Nodes/SubgraphIONodePresenter.cs
# MaterialGraphProject/Assets/UnityShaderEditor/Runtime/SubGraph/SubGraphOutputNode.cs
7 年前
Matt Dean
a3c5d049
Input Part 1
Input/Basic (WIP)
Input/Scene (WIP)
7 年前
Peter Bay Bastian
f95f8c27
BIG namespace refactor: UnityEngine -> UnityEditor, MaterialGraph -> ShaderGraph
No longer need assembly name in serialized data
7 年前
Matt Dean
abed850e
Merge master
And fix conflicts
7 年前
Peter Bay Bastian
418c94c0
Fix bug in Vector nodes
7 年前
Matt Dean
52b69b3c
Merge branch 'master' into node-validation
7 年前
Tim Cooper
92a955c3
Add converter from v1,v2,v3,v4,col nodes -> properties.
7 年前
Matt Dean
02c6b58d
Merge master
7 年前
Peter Bay Bastian
1cf9ffde
Update node titles to use new array-based grouping `[Title("UV/Flipbook")]` -> `[Title("UV", "Flipbook")]`
7 年前
Peter Bay Bastian
da0d10c8
Massively decreased amount of allocations in preview rendering (~440 kB -> ~23 kB per frame)
7 年前
GitHub
09d669c8
Various refactorings and improvements ( #139 )
* Move previewMode to RenderData instead of ShaderData (still some to do here, as apparently there's still a RenderData _and a_ ShaderData per node, but the intention was to have a RenderData per node and then share ShaderData between those)
* Introduce a temporary identifier for nodes. The first part of this identifier is an index (`int`) which is assigned linearly. When a node is deleted, its identifier as added to a free list. Each identifier also contains a version (`int`), which is incremented when the identifier is re-used. This allows us to replace usage of Dictionary with List in a lot of places.
* Introduce IndexSet for efficiently storing and manipulating a list of indices (e.g. from temp IDs). Internally this stores a list of 32-bit integers and uses each bit to represent 1 index. The operations of `ISet<int>` are implemented for this type, although that interface does not exist in Unity. The operations are very fast and cac...
7 年前
Martin Thorzen
29920efb
[FIX] #159 Added a utility node method for converting float to shader value. To catch Infinity text string.
7 年前
Matt Dean
394320a1
Add documentation links for all nodes
7 年前
Martin Thorzen
9720e0dc
Added input fields to the vector nodes
7 年前
Tim Cooper
fafb59af
Run code formatter.
7 年前
Tim Cooper
893f84e9
Add warnings as errors to test projects + fix issues
6 年前