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The bare minimum implementation would be to allow ints in shader forge as an exposed value type then create one with a range of 0-3. Then you'd have a node like the texture node which takes a tex input and an int. It would essentially generate code like so:
float result = SampleTex(myTexure, uv)[myInt];
Unfortunately I don't think there's an easy way to make the material display a nice enum for that in Unity's shader editor. It would likely only be able to show up as an int without writing a custom editor for it (which seems out of scope). So maybe unity's editor structure just makes this too obscure to be useful, beyond adding support for integer types.
float result = SampleTex(myTexure, uv)[myInt];
Unfortunately I don't think there's an easy way to make the material display a nice enum for that in Unity's shader editor. It would likely only be able to show up as an int without writing a custom editor for it (which seems out of scope). So maybe unity's editor structure just makes this too obscure to be useful, beyond adding support for integer types.
Second this; I don't want to open/close/reuse these functions, just say what this cluster of nodes does..
I care less about font size than the ability to have multiple lines in my comment. Having it restricted to one line really limits me to a short phrase at best. (I tried /n, but it won't let me do that)
Hey Joachim,
Not sure if this would be better in a separate request, but I'll put them here for now:
- Would like the ability to have texture samplers as an input type; this would be very useful for things like parallax occlusion mapping, fur rendering, etc - all which need to sample a texture multiple times.
- Would like to be able to have multiple outputs, so we're not limited to what we can stuff into a float4 and can also label/split the data into logical outputs..
Not sure if this would be better in a separate request, but I'll put them here for now:
- Would like the ability to have texture samplers as an input type; this would be very useful for things like parallax occlusion mapping, fur rendering, etc - all which need to sample a texture multiple times.
- Would like to be able to have multiple outputs, so we're not limited to what we can stuff into a float4 and can also label/split the data into logical outputs..
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In that case, can we get numeric values next to the sliders? I like being able to range limit a value, but then not being able to see it numerically is annoying..