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
Tim Cooper
d55cb3d6
[material graph]Fixing position + serializing positions
8 年前
Tim Cooper
860a7a67
[Material Graph]delete edge + vector 1 node drawing.
8 年前
Tim Cooper
57c91c90
[material graph]Run code formatter.
8 年前
Peter Bay Bastian
a848031a
Added NodeModificationScope for the onNodeModifiedCallback
Currently it is not used anywhere and all the places making the
callbacks are passing ShaderRegeneration. Need to analyse which
properties actually causes ShaderRegeneration as well as actually use
this callback to regenerate shaders rather than checking against node
version.
8 年前
Peter Bay Bastian
f8cafbbb
Removed preview from vector nodes
8 年前
Peter Bay Bastian
92dd5d89
Replaced MarkDirtyHack with scoped OnModified and optimised preview rendering
8 年前
Matt Dean
5bed2efc
Menu Reorg: Input
8 年前
Andre McGrail
c99dc5e2
REPO FIX
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
Tim Cooper
92a955c3
Add converter from v1,v2,v3,v4,col nodes -> properties.
7 年前
Matt Dean
02c6b58d
Merge master
7 年前
Tim Cooper
16640c42
Run code format tool
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
4ad43705
Vector1 property refactor and types
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
Martin Thorzen
01126a2f
Fixed an issue where vector 1 node was not evaluating properly.
7 年前
Tim Cooper
893f84e9
Add warnings as errors to test projects + fix issues
6 年前