+8
Under review

Adding custom tags

colin 4 years ago • updated by Zack Black 2 weeks ago 4

This was mentioned on Polycount -- the ability to add tags / properties would be pretty awesome. You asked for the required tags for Glow 11 (great screen-space effect), so here it is from their docs:

If you want to modify existing shaders to support glow just follow the following steps.

  1. Add the following properties to the shader. This is optional, it is also possible to omit all or one of these properties.
    _GlowTex ("Glow", 2D) = "" {}
    _GlowColor ("Glow Color", Color)  = (1,1,1,1)
    _GlowStrength ("Glow Strength", Float) = 1.0
  2. Depending on the shader you need to add one of the following tags to the shader.

    Opaque
    Tags { "RenderType"="Glow11" "RenderEffect"="Glow11" }
    Alpha blended
    Tags { "RenderType"="Glow11Transparent" "RenderEffect"="Glow11Transparent" }
    Alpha tested
    Tags { "RenderType"="Glow11TransparentCutout" "RenderEffect"="Glow11TransparentCutout" }
  3. Lastly you need to add the following line to the shader (simply add it before the last "}").
    CustomEditor "GlowMatInspector"

Answer

Answer
Under review

It's a very specific and, I imagine, rarely used feature. I might implement this post-release at some point, but it isn't prioritized at the moment

Answer
Under review

It's a very specific and, I imagine, rarely used feature. I might implement this post-release at some point, but it isn't prioritized at the moment

Great work on this asset!
I thinks glow is a common neighbor in today games. I use Glow11 it widely in most of my shaders.
Thinking about manually fixing the above Tags after every compilation will make our workflow sour.
I believe this should not be much of a problem to hook custom tags into the source code post compilation. some regexes will do the job. You can also think about letting us to link a script that will run post compilation where we can parse the shader source and change things.

Thanks Chen!
A shader post-processor is actually a pretty good idea, I imagine it would help me avoid having to implement some really obscure edge cases that some few people would want. Could you open up a new topic on that Chen? :)

I just began researching to to combine other post processing plugins with Shader Forge and discovered I need this, as well. Any updates?