- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
*Use GUID for node identifier instead of instance ID (Stable between runs)
*Cash hash of last generated preview shader string, do not regenerate if it's the same
*Serialize node preview shaders / materials / last generated shader hash (load time optimisation)
*Add node property: canDeleteNode returns false by default. True for pixel master node
*Rarrange popup menu
*Allow drawn nodes to invaludate the model in OnGUI for the node (if for example the slots change)
*Lighting functions now determine what is available on master pixel node
*Unified deletion architecture - Delete edges before nodes
*Input proxies now aware of their type
*Fix shader builder bug when mapping from vector1 -> vector2. Some compilers need this to be explicit )swizzle with .xx).
To reflect a C# struct or class, attach the [GenerateHLSL] attribute to
it. The optional packing parameter is PackingRules.Exact (default),
which emits the struct as is. PackingRules.Aggressive will result in a
tight packing subject to some restrictions. Static primitive fields are
emitted as #defines.
Remove properties as they are not needed (will expose property setting per input node)
Add support for compact node UI view
Add Vector3 node
Update some example graphs
Several addition.
Add a forward and deferred pass not working with lighting
Add pack/unpack attribute
Reoarganize some file
better header dependecy
Remove platform, will not be used