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This is a finnicky one. Large comments are nice for clarity for short labels on things, but longer comments, like you say, just aren't viable.
A global scale can cause issues with comments overlapping for some people, and others not, depending on their current scale. Ideally, the shaders or at least the comment size should be consistent.
So there are two ways of solving it as I currently see it:
1. Auto-scale based on string length
2. Allow the user to toggle between a large/small comment
I think I would prefer #1!
A global scale can cause issues with comments overlapping for some people, and others not, depending on their current scale. Ideally, the shaders or at least the comment size should be consistent.
So there are two ways of solving it as I currently see it:
1. Auto-scale based on string length
2. Allow the user to toggle between a large/small comment
I think I would prefer #1!
Check out the node documentation to see all the available nodes so far - might give you an idea of what you can do at the moment :)
http://acegikmo.com/shaderforge/nodes/
http://acegikmo.com/shaderforge/nodes/
Absolutely! This is something that is planned for the 1.0 release :)
This could use useful! Especially for mouseover highlights of things. We'll see if it makes it in anytime soon, right now bugs are priority :)
Yeah, it's the same issue. This has been fixed in 0.18 now :)
Sorry for declining this topic, but please keep each feature request in a separate thread (I should have clarified this in the description!)
Warping/refract effects on textures is possible using the add node along with a texture plus a UV coordinate node.
UV scrolling is already possible using the Panner node. You can also make scrolling manually by using the Time node along with the UV coordinate node, if you want sliders for speed, and so forth!
For world coordinates, use the World Position node and mask with the component mask to get world-space UV coordinates. (R and B, if you want flat surfaces like water/lava/etc.)
Hope I answered some of your questions :)
Warping/refract effects on textures is possible using the add node along with a texture plus a UV coordinate node.
UV scrolling is already possible using the Panner node. You can also make scrolling manually by using the Time node along with the UV coordinate node, if you want sliders for speed, and so forth!
For world coordinates, use the World Position node and mask with the component mask to get world-space UV coordinates. (R and B, if you want flat surfaces like water/lava/etc.)
Hope I answered some of your questions :)
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I'm rather reluctant to work for Flash support, as it's something Unity themselves have backed away from, and probably for good reasons. I personally haven't seen many people use Flash either.