Your comments
How does your shader tree look?
11 years ago
Oh, well, why didn't you say so from the start? :)
What are you going to use that code for / what does it do?
"...but I think it is not so difficult and time-consuming"
What are you basing that on?
Converting to and from my own serialized shader format is one thing, but reading shader code is *way* more complex than that. Sorry if I may seem a bit abrupt or so, but it's just not viable. Code is much more flexible, and parsing that flexibility will take time that I definitely don't have. Time that could be spend on implementing deferred rendering, nested nodes, and many other things that people want and need more.
What are you basing that on?
Converting to and from my own serialized shader format is one thing, but reading shader code is *way* more complex than that. Sorry if I may seem a bit abrupt or so, but it's just not viable. Code is much more flexible, and parsing that flexibility will take time that I definitely don't have. Time that could be spend on implementing deferred rendering, nested nodes, and many other things that people want and need more.
This would sadly take a *ton* of time to implement, for a very small usability.
(As in, possibly more than the time taken to develop SF)
It's just too big of a thing to write an entire shader parser to translate it to nodes, as well as readin all the settings dynamically, error handling, etc etc
(As in, possibly more than the time taken to develop SF)
It's just too big of a thing to write an entire shader parser to translate it to nodes, as well as readin all the settings dynamically, error handling, etc etc
The transform node will handle transformations using that matrix. Does it work in your case?
Awesome, glad it worked out :)
Strange. Which platform are you running, and which platform is Unity targeting?
Customer support service by UserEcho