Your comments
I am trying to do a shader where I increase the Y of a vert based in the grazing angle. So was looking to use View Direction to work out when the angle was low, perp the Vertex Offset between 0 and 0.5. If I plug View Direction into emission no errors but if I try and feed it into a series of nodes that ends up in Vertex Offset I get this problem.
FYI, this is only broken when the Visibility Term is ticked
Vote for keywords !! ra ra ra ;)
Yup I can imagine.. I was actually thinking that in the nodes this might be easier, at least conceptually.. A Keyword Node. be able to insert it at the end of a block of nodes for example..
Texture2D (SpecMap)
Color (SpecColor)
Multiply Tex2D with Color
KeywordNode (Specular On/Off)
Its a bit like a IF node, if the keyword is on - use the previous nodes, if the keyword is odd, break the connection.
I can imagine it is a LOT of work for the shader itself but then you would have an awesome ubershader :)
Hmm, good one.
I think I would vote for sticking to the 'standard' if we can call it that. It just make things easier. If Unity ever add more I guess Shaderforge could keep adding them..
Thats the problem of course, it makes Shaderforge less flexible and means we have to wait for updates from you if and when new internal names are required and if you make it say a drop down of internals + custom then might as well just have fully unlinked really.
Whats simpler for you?
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