+3
Completed
Feature request : Compilation naming
Instead of calling the nodes by their arbitrary numbers, it would be nice if their compilation names were accessible in the editor. One of the biggest complaints I have from graphics programmers is that they don't want to touch my crazyness because the compiler outputs hairballs full of nutty names that don't mean anything readable by a human. So one thing that might help is maintaining the global names for things that make sense, like view direction or normal, and then allowing us to hand name other nodes.
Answer
+1
Answer
Completed
Freya Holmér (Developer) 10 years ago
This is now possible as of 1.0 :)
Let me clarify.
If you do a bunch of multiplying, it would help to lable each multiply node.
"FunkyDiffuse_X_BlinkingEmissive"
"Mask_of_Effects"
"Remove_Red"
There's nodes like "node_394" that make it hard to track what's going on if the shader is even slightly complex.
Great, incoming values have readable names, now do that for arbitrary nodes so they are easily found in code please?
If you do a bunch of multiplying, it would help to lable each multiply node.
"FunkyDiffuse_X_BlinkingEmissive"
"Mask_of_Effects"
"Remove_Red"
There's nodes like "node_394" that make it hard to track what's going on if the shader is even slightly complex.
Great, incoming values have readable names, now do that for arbitrary nodes so they are easily found in code please?
Under review
That's a pretty good idea, I'll probably look at doing that after a few releases :)
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