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Master node settings

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

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

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

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.

Show generated code

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 and #337)
  • Properties can now be copied and pasted.
  • Pasting a property node into another graph will now convert it to a concrete node. (#300 and #307)
  • Nodes that are copied from one graph to another now spawn in the center of the current view. (#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.