Your comments
This shouldn't be too hard to implement, but it will most likely be quite low priority, as tessellation is for quite a small audience, as well as it being a feature not really needed for the 1.0 release (Bugfixes are prioritized at the moment)
Oh, saving/loading nested nodes is of course planned as well :)
I'll mark this as declined, as this is something you'll most likely want to pre-compute and bake to a texture
Oh, well, you should probably just use a pre-generated texture for that :)
This has been discussed a bit before. Working in HSL seems a bit too expensive for shaders to use in a sensible way - usually these effects are *much* better off just sampled from a huestrip texture. What did you intend using it for?
It's not JSON, it's ALTCSSVS
(Arbitrarily Lumped Together Custom Symbol Separated Value Serialization)
(Arbitrarily Lumped Together Custom Symbol Separated Value Serialization)
I'm not sure about this to be honest.
You can easily just ctrl+D a shader in the project view, click "Open in Shader Forge" and you've got a new one to edit!
The advantage with a "destructive" workflow is that the changes are applied immediately. If you crash, the changes will remain, which is pretty nice.
Anyone else have thoughts on this?
(That said, an Undo system would be useful, but that's another topic)
You can easily just ctrl+D a shader in the project view, click "Open in Shader Forge" and you've got a new one to edit!
The advantage with a "destructive" workflow is that the changes are applied immediately. If you crash, the changes will remain, which is pretty nice.
Anyone else have thoughts on this?
(That said, an Undo system would be useful, but that's another topic)
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Shader Forge 0.18 is out now, so this issue might have been fixed. Could you have a look? :)