Tim Cooper
26c129c0
[Material Graph] Sub graph / subgraph input nodes are can be added now, need to work on slots still
8 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.
8 年前
Tim Cooper
bc6130d7
Fix nodes so that the master node now can do a mapping from vertex input to usage by the master node.
8 年前
Tim Cooper
f6fa3513
Starting to extract properties.
7 年前
Tim Cooper
8a87c992
More refactoring.
7 年前
Tim Cooper
be067cc2
first real working shader in the 'new' model.
7 年前
Tim Cooper
0818f178
temp
7 年前
Tim Cooper
735c401b
Working: Properties window + new master node.
7 年前
Tim Cooper
fb21bff8
Working lightweight metallic master node.
7 年前
Tim Cooper
0b56c45b
first pass.
7 年前
Tim Cooper
8d5e6fd1
texture exposition working
7 年前
Tim Cooper
76430e32
Refactored subgraph to abstract subgraph + remap subgraph. This is groundwork to allow for real remap master nodes.
7 年前
Tim Cooper
e5c78ee9
Separate usage of 'graph requirements' from 'model requirements' to not pollute the surface input structure.
7 年前
Tim Cooper
97cfbe75
Working remap node (wood wood) probably still needs a bunch of love. but something is working :)
7 年前
Tim Cooper
1229aaef
Use slot defaults for master nodes.
7 年前
Peter Bay Bastian
314ba653
Add change notifications for shader properties
7 年前
Tim Cooper
f2cae710
Merge branch 'exposed-prop-subgraph'
# Conflicts:
# MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/GraphInspectorView.cs
7 年前
Tim Cooper
19ff14c7
remove c#4 features.
7 年前
Peter Bay Bastian
a3385c0f
Undo/redo prototype
7 年前
Tim Cooper
7809cfe9
refactoring material graph to allow for layered materials.
7 年前
Tim Cooper
4e26b4fc
First pass working layered graph :)
7 年前
Peter Bay Bastian
1b46d517
More robust undo/redo by removing and adding nodes
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
Tim Cooper
6161fea6
Fix compiler warnings :)
7 年前
Tim Cooper
66cf728c
Tidy up transforms so that graphs have a 'prefered' space to work in.
7 年前
Tim Cooper
b2eceafe
Improve 'geometry' based nodes so they can do space translations internally.
7 年前
Peter Bay Bastian
867e4ea2
Replace OnGraphChange with polling-based change tracking system
7 年前
Matt Dean
f3353a02
Input Part 2
Input/Geometry
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
Matt Dean
516051d4
First pass Gradient Nodes
- Added ShaderGraph.cginc
- Added Gradient Type
- Added GradientMaterialSlot
- Added Gradient SlotValueType
- Added Gradient ConcreteSlotValueType
- Added GradientAsset node
- Added Gradient2D node
- Added Gradient PropertyType
7 年前
Tim Cooper
8e5b0d9b
First pass inlining property nodes.
7 年前
Matt Dean
324ba49c
Input Part 6 (Gradient)
- Merge branch Gradient
- Added Gradient MaterialSlot and ShaderProperty
- Added defaulty handling
- Fixed SamplerState variable name bug
7 年前
Matt Dean
e44629cb
Fixes for PR
- Rename Tangent/Normal/Bitangent nodes
- Make GetHLSLSafeNAme static
- Rename MatrixCommonNode > TransformationMatrixNode
- Rename enums for Log and Exponential base
- String interpolation > Switch statement
- Full names for all Trigonometry nodes
- Rename Reflect/Project/Reject > Reflection/Projection/Rejection
- Rename Fresnel/FresnelEffect
- Rename unit enum in RotateNode (remove duplicate in UVTransform)
- Add min/max clamp to Gradient2D evaluation
7 年前
Matt Dean
bbb186d6
Remove Gradient nodes and asset type :(
7 年前
Matt Dean
02c6b58d
Merge master
7 年前
Peter Bay Bastian
c2d9f15c
Fix undo bug caused by property node -> concrete node conversion happening during undo
7 年前
Tim Cooper
fc3caa89
Merge commit '0a54bdcf00befab61d3a0bbec18c543478eb086d' into fixing
7 年前
Peter Bay Bastian
f7b7c84f
Replace repeated code with loop in surface description generation
7 年前
Peter Bay Bastian
5d2c7e65
Fix typo
7 年前
Peter Bay Bastian
b48b4340
Make `GetRequirements` work with a list of nodes, rather than doing a depth first collect itself
7 年前
Peter Bay Bastian
b63c4c28
Prepare shader generation for uber shader
7 年前
Peter Bay Bastian
2fa06117
Implemented uber shader
7 年前
Peter Bay Bastian
b5df720c
Move output selection in uber shader to an earlier place, to benefit from less register usage and early exit
7 年前
Peter Bay Bastian
b2ec0ce4
Don't use `GetVariableNameForSlot` for surface description struct field, such that nodes that override this to an expression (i.e. not a variable name) can have a preview
7 年前
Tim Cooper
da15e457
dirty first pass pass architecture.
7 年前
Tim Cooper
6f035d8a
hack and slash.
7 年前
Tim Cooper
f559320c
'working' previews.
7 年前
Tim Cooper
4eb8bc6a
Misc usability fixes for shadergraph:
-cubmap / texture -> convert to / from properties
-Removing properties not creates inline nodes
-Nicer names for newly created properties
-Drag texture to graph now creates 2d sampler node
-Drat normal map to graph sets up 'normal map' state
-Create shader graph now creats a default PBR node
-
7 年前
Tim Cooper
16640c42
Run code format tool
7 年前
Jens Holm
e5a6f66e
Serialize preview mesh in graph asset instead of through GraphInspectorView persistent data
7 年前
Peter Bay Bastian
da0d10c8
Massively decreased amount of allocations in preview rendering (~440 kB -> ~23 kB per frame)
7 年前
Jens Holm
67d2fd02
Merge master
7 年前
Matt Dean
f716bede
Add Vertex Input generator
- Fixes Issue #103
- Removed vertex color input when not required
7 年前
Jens Holm
682d177b
Add zoom/scale to preview mesh and refactor preview data into seperate class
7 年前
Tim Cooper
ae8e0962
starting to update nodes to new library.
7 年前
Peter Bay Bastian
27c461e8
Make sure that new properties do not alias the names of other properties (#fix 102)
7 年前
Tim Cooper
e3bd536c
Merge branch 'master' into HDMaster
7 年前
GitHub
5546123e
Merge branch 'master' into node-bugfixes
7 年前
Tim Cooper
7a9a255f
More work on porting node library across to new shader library.
7 年前
Tim Cooper
7995a0e9
upgrading to new shader library.
7 年前
Peter Bay Bastian
24b03e7c
Don't convert property nodes to inline nodes during undo/redo ( fixes #125 )
7 年前
Jens Holm
8a16933b
Minor refactor of preview mesh rotation and scale according to PR comments
7 年前
Matt Dean
056c4c90
Update serialization upgrader
7 年前
GitHub
e8ae5340
Merge pull request #129 from Unity-Technologies/node-bugfixes
Rename Texture2D and Cubemap nodes
7 年前
GitHub
f4e6a374
Merge pull request #130 from Unity-Technologies/inspector-preview-mesh
Inspector preview mesh
7 年前
Jens Holm
8454398a
Center rotationin of preveiw mesh and fix serialization of preview mesh
7 年前
Peter Bay Bastian
11a83d08
Squash SerializableGraph into AbstractMaterialGraph
7 年前
Jens Holm
a4e8458d
Remove zooming in inspector preview
7 年前
GitHub
8e31e809
Merge branch 'master' into inspector-preview-mesh
7 年前
Peter Bay Bastian
83c052cb
Various clean-ups to make code a bit more neat
7 年前
Peter Bay Bastian
409a35e4
Add LegacyAttribute for declaring old class names directly on the node class
7 年前
Peter Bay Bastian
d5813d06
Move legacy type remapping code outside of AbstractMaterialGraph and cache the result in a static field
7 年前
Tim Cooper
5c979fc8
Merge master
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
Tim Cooper
259c7ce1
Changing sub graphs to use functions instead of inlining.
7 年前
Martin Thorzen
878e4c49
[FIX] fixes #176 When validating the graph we check if the outputslot and the input slot are compatible. If not, then we do not create the edge.
7 年前
Peter Bay Bastian
0534342e
Added support for reordering properties in blackboard
7 年前
GitHub
e9df888c
Merge pull request #189 from Unity-Technologies/blackboard
Blackboard improvements
7 年前
Tim Cooper
7ab634f3
Apply remapping to all serialzied types
7 年前
Peter Bay Bastian
c118b914
Insert missing remove method call in remove method ( fixes #200 )
7 年前
Jens Holm
625ddde1
Add zoom to master preview
7 年前
Martin Thorzen
584d2bb4
[FIX] #251 Nodes are now selected again after pasted
7 年前
Martin Thorzen
dbf93edc
Updated teh Graph path functionality. It now saves the path and reads it back
7 年前
Martin Thorzen
88b45aa5
Added functionality so that you cannot have properties with the same name. It appends (*) to your property where * is just the next sequential number.
7 年前
Peter Bay Bastian
ad7f7e58
Ignore the subjected property when sanitizing name
7 年前
Peter Bay Bastian
9cc55c03
Merge branch 'master' into path-for-shaders
7 年前
Jens Holm
ed5436e4
Make custom property names dirty the graph
6 年前
Jens Holm
af05fcf1
Make properties into concrete nodes when copied if the propery value is not in the blackboard in the target graph
6 年前
Jens Holm
42451460
Make reference names editable throught text field and add reference name sanitation
6 年前
Jens Holm
1ba516e7
Make reset reference menu appear only when reference name is overridden
6 年前
Jens Holm
c5caad3e
Make edges preserved when copying a property node that is converted to a concrete node
6 年前
Jens Holm
810ea255
Fix the node edges not being preserved when the property is actually copied along with the property node
6 年前
Jens Holm
2e2f5f9e
Simplify regex for checking valid property reference
6 年前
Jens Holm
7f9416d0
Make use of the generic duplicate name handling funciton when editing property and reference names
6 年前
Peter Bay Bastian
8076c27e
Merge branch 'master' into copy-property-nodes
6 年前
Jens Holm
60639f41
Merge branch 'master' into editable-property-reference-names
6 年前
Peter Bay Bastian
3eef43d8
Added name to abstract material graph. This one is the name from the materialgraph on disk. Added a write file and open file in graph utils. Changed the converttoshader functionality to return a string so it could be re-used in implementation for writing a file.
6 年前
Martin Thorzen
7688ce53
Updated with the PR feedback
6 年前
Martin Thorzen
93058019
Re-added this functionality since I will remove it in another PR
6 年前