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
516c1760
[Material graph]Mark asset as dirty on modification so it can be saved properly when modified.
8 年前
Tim Cooper
cea17e49
[Material graph] Tidy up asset handling (generic graph drawer that can be used by all graphs)
8 年前
Tim Cooper
c522adcc
[material graph]Working on texture preview / regeneration of drawing layer workflow.
8 年前
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.
8 年前
Tim Cooper
01366ee3
Custom UI for PixelShaderNode.
Add Slot priority + tests
Make shader generation static functions (they do not need to be members
8 年前
Tim Cooper
98e18802
Fix position or Node preview
8 年前
Tim Cooper
a2d8ad62
Add drawing of custom node preview
Delegate drawing to a custom drawer class that is looked up via
attribute, it will search for most specific drawer first, then walk up
the inheritence chain.
8 年前
mmikk
7c5b7deb
adding a skydome
This skydome is intentionally set to "Glossy Reflection" which means
it's ONLY to be used with a reflection light set to custom. For a
different use-case uncheck or make a copy.
8 年前
mmikk
c8549891
get rid of redundant blendmode routines
get rid of redundant blendmode routines and don't use overlay mode by
default
8 年前
mmikk
27ed7249
throwing in fptl project
it's a render pipeline in the making
8 年前
Joachim Ante
e552280d
GetSupportedRenderingFeatures now figures out what the render loop supports, and changes UI accordingly.
8 年前
Joachim Ante
8c526b38
line endings and remove unused code
8 年前
Joachim Ante
7f741951
Initial ScriptableRenderLoop
8 年前
guanghui.zhang@unity3d.com
0497ef04
Root dir
8 年前