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@Andrei: Yeah, but in a normal shader, you can tell it to use the Property "_MainTex", but use the Label "Diffuse" in the Unity inspector. This allows you to have labels that make sense in the inspector, but keep the properties consistent with other shaders (and there are benefits to doing so).
Property & Label example:
_MainTex ("Base (RGB)", 2D) = "white" {}
We would like to do the same thing in ShaderForge. Right now, in order to get your property to match "_MainTex", you have to call your label "Main Tex". Not terrible, but not ideal.
Property & Label example:
_MainTex ("Base (RGB)", 2D) = "white" {}
We would like to do the same thing in ShaderForge. Right now, in order to get your property to match "_MainTex", you have to call your label "Main Tex". Not terrible, but not ideal.
Yes, please! I ran into this today when trying to write a script that copies textures from procedural materials to materials using ShaderForge shaders. Since I had named my properties "Diffuse", "Normal", etc., they did not match the built-in Unity shader properties "_MainTex", "_Bumped", and so forth. So I had to go back and change all my ShaderForge shader property names to ugly "_MainTex" (yuk!).
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So if we could edit the labels in the shader code directly and have ShaderForge ignore the labels somehow, that would be a good compromise imo.