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Declined

Open shaders, created without Shader Forge

Nikolas Mcrain 10 years ago updated by Freya Holmér (Developer) 10 years ago 3
I propose to make the possibility of opening a shader created manually, ie without using Shader Forge. Decompile, or implement parsing shader code, unless, of course, possible.

Answer

Answer
Declined
This would sadly take a *ton* of time to implement, for a very small usability.
(As in, possibly more than the time taken to develop SF)

It's just too big of a thing to write an entire shader parser to translate it to nodes, as well as readin all the settings dynamically, error handling, etc etc
Answer
Declined
This would sadly take a *ton* of time to implement, for a very small usability.
(As in, possibly more than the time taken to develop SF)

It's just too big of a thing to write an entire shader parser to translate it to nodes, as well as readin all the settings dynamically, error handling, etc etc
for a very small usability? I do not think so.
Bought your product a couple of months ago and have already faced the necessity of such a functional. If you say so, but I think it is not so difficult and time-consuming. You are currently converting code nodes in the shader code. But if not, then nothing can be done.
"...but I think it is not so difficult and time-consuming"
What are you basing that on?
Converting to and from my own serialized shader format is one thing, but reading shader code is *way* more complex than that. Sorry if I may seem a bit abrupt or so, but it's just not viable. Code is much more flexible, and parsing that flexibility will take time that I definitely don't have. Time that could be spend on implementing deferred rendering, nested nodes, and many other things that people want and need more.
I base on my experience . It in this issue , unfortunately, is not enough , so I can not explain why I think so. I thought that the mechanism of transformation from your structure to code, and back it mutually inverse linear function. As an option could be to try to enter the function: " Try to convert ? " And if the structure of the shader is not complicated , then disassemble , otherwise display a message : "Sorry! But i can't"
I think this feature would not be excessive , but once this issue has not been raised , I guess I was wrong. In any case, thank you for your answer!