A0.06 Re Use Tex2D nodes
Strumpy is broken in 4.3 but hopefully you can see my point here. in the Strumpy example of this shader, I have one Texture2D input (the detail texture) but I multiply the UV's twice and then perp the detail map via a mask to get the Detail at two different types of tiling. In ShaderForge right now, I (think) I would have to have another Texture input to do this which would be bad. The key in Strumpy is that UV us out port of the Texuture 2D not an IN.
Odpowiedź
Separating the texture samplers and the tex2D function is planned! It is a bit tricky though in terms of interaction design, as it might get confusing if there are a plethora of additional texture related nodes, and you don't know which one to use from the beginning. Having just one Texture2D, Texture3D and Cubemap node makes things easier, but, as you mention there, it's not a very good system for when you need to sample a single texture with different UV coords or MIP levels.
Separating the texture samplers and the tex2D function is planned! It is a bit tricky though in terms of interaction design, as it might get confusing if there are a plethora of additional texture related nodes, and you don't know which one to use from the beginning. Having just one Texture2D, Texture3D and Cubemap node makes things easier, but, as you mention there, it's not a very good system for when you need to sample a single texture with different UV coords or MIP levels.
Edit:
This is now implemented in Alpha 0.14 :)
http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_textureasset_uv.gif
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Separating the texture samplers and the tex2D function is planned! It is a bit tricky though in terms of interaction design, as it might get confusing if there are a plethora of additional texture related nodes, and you don't know which one to use from the beginning. Having just one Texture2D, Texture3D and Cubemap node makes things easier, but, as you mention there, it's not a very good system for when you need to sample a single texture with different UV coords or MIP levels.
Edit:
This is now implemented in Alpha 0.14 :)
http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_textureasset_uv.gif