# Next version ### Master node settings ![](.data/menu_settings.png) The settings for master nodes now live in a small window that you can toggle on and off. Here, you can change various rendering settings for your shader. ### Property reference names and exposed state ![](.data/editable_property_references.gif) You can now edit the Reference name for a property. To do so, select the property and type a new name next to Reference. If you want to reset to the default name, right-click Reference, and select Reset reference. In the expanded property window, you can now also toggle if the property is exposed. ### Editable paths for graphs ![](.data/change_path.gif) ![](.data/use_path.gif) You can now change the path of Shader Graphs and Sub Graphs. When you change the path of a Shader Graph, this modifies the location it has in the shader selection list. When you change the path of Sub Graph, it will have a different location in the node creation menu. ### Gradient nodes ![](.data/gradient_node.png) This adds gradient functionality via two new nodes. The Sample Gradient node samples a gradient given a Time parameter. You can define this gradient on the Gradient slot control view. The Gradient Asset node defines a gradient that can be sampled by multiple Sample Gradient nodes using different Time parameters. ### Sphere Mask Node ![](.data/sphereMask.png) With this node, you can create a sphere mask. Indicate the starting coordinate and center point, and the sphere mask will use these with the **Radius** and **Hardness** parameters. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords and Center** input. ### Show generated code ![](.data/show_generated_code.gif) You can now see the generated code for any specific node. To do so, right-click the node, and select Show Generated Code. The code snippet will now open in the code editor that you have linked to Unity. ### Bug fixes and minor changes - Vector 1 nodes now evaluate correctly. ([#334](https://github.com/Unity-Technologies/ShaderGraph/issues/334) and [#337](https://github.com/Unity-Technologies/ShaderGraph/issues/337)) - Properties can now be copied and pasted. - Pasting a property node into another graph will now convert it to a concrete node. ([#300](https://github.com/Unity-Technologies/ShaderGraph/issues/300) and [#307](https://github.com/Unity-Technologies/ShaderGraph/pull/307)) - Nodes that are copied from one graph to another now spawn in the center of the current view. ([#333](https://github.com/Unity-Technologies/ShaderGraph/issues/333)) - When you edit sub graph paths, the search window no longer yields a null reference exception. - The blackboard is now within view when deserialized. - Your system locale can no longer cause incorrect commands due to full stops being converted to commas. - Deserialization of subgraphs now works correctly. - Sub graphs are now suffixed with (sub), so you can tell them apart from other nodes.