Unity Products:Amplify Shader Editor/Full Changes List

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v1.4.0 dev 06:

  • New Samples:
    • Simple Terrain
    • Terrain Snow Coverage
    • Custom Outline Toon
  • New Nodes:
    • Rotate About Axis
    • Outline
  • New Shader Functions:
    • Four Splats First Pass Terrain
  • Improvements:
    • Tweaked 'Scale And Offset' node behavior
    • Added Defines tab into Output node properties
    • Preventing possible compilation errors on Experimental .NET 4.6
  • Fixes:
    • Fixed issue on 'Texture Sampler' node not previewing a connected 'Texture Object' node
    • Fixed issue on texture picker not working correctly on texture nodes
    • Fixed incorrect version reading Convert To Linear parameter at 'Screen Depth' and 'Depth Fade' node
    • Fixed issue on duplicate UV Set on 'Texture Sampler' node when connected to a 'Texture Object'
    • Fixed issue shader function inputs and outputs getting lost when re-focusing on them by double clicking the shader function node
    • Fixed issue on 'Custom Expression' node name editing on node body

v1.4.0 dev 05:

  • Fixes:
    • Fixed issue on shadow caster for legacy samples:
      • Matcap
      • Parallax Mapping Iterations
      • Reflect Refract Soap Bubble
      • Screen Space Curvature
    • Fixed typo in 'Toggle Switch' node
    • Fixed issue on incorrectly accessing port through array id instead of unique id
    • Fixed issue on deprecated internal data not being correctly read into new 'Append' node
  • Improvements:
    • Up and Down arrow keys can now change the focus of the node element in the context palette search similar to the Tab key

v1.4.0 dev 04:

  • New Samples:
    • Animated UV Distortion
  • Fixes:
    • Fixed issue on a shader function node crashing when its corresponding asset is not found
    • Fixed issue on applying Undo on Material Inspector not being caught by ASE canvas
    • Fixed issue on 'Float' node slider not being registered on Undo stack
    • Fixed issue on generating duplicate function names at 'Noise Generator' node
    • Fixed issue on returning to from a shader function to a main graph using with that shader function selected
  • Improvements:
    • Added new Variable Mode property into property nodes when their type are not Constant
      • Create Mode, this is the current option on which an uniform variable is always created when the node is analyzed
      • Fetch Mode, assumes that this variable is already declared elsewhere, p.e. an external lib and doesn't declare it
        • When Property Type is selected, the property declaration is still created
    • Added explicit call to both Thread and CultureInfo system classes to avoid conflicts with user classes without proper namespace
    • Shader function's input and output ports maintain correct connections after being internally re-ordered
    • Automatically adding spaces into camelcase'd shader function node titles

v1.4.0 dev 03:

  • Improvements:
    • Added validity check on Output and Input data types
    • Improved color code request for ports

v1.4.0 dev 02:

  • New Shader Functions:
    • Compute Filter Width
  • Improvements:
    • Explicitly calling System.Globalization on TextInfo usage to avoid compilation errors
    • Added custom pragmas for shader functions
    • Updated Vertex Normal Reconstruction sample
    • Added Reflection and Specular Highlight toggles into the Rendering Options group that mimic Unity's Standard
    • Added ToggleOff option to 'Static Switch' node which should now allow the creation of OFF toggles
  • Fixes:
    • Fixed issue of properties not being properly ordered if their material property group wasn't open
      • Blend modes now update properly even if group is collapsed

v1.4.0 dev 01:

  • Fixes:
    • Fixed issue with 'World Space Light Pos', 'World Space Light Dir' and 'Object Space Light Dir' nodes
    • Fixed issue on 'Texture Coordinates' node forcing a sampler to be picked even when none was selected
    • Fixed issue on 'Indirect Diffuse Light'node ignoring the tangent space normal completely
    • Small fix to shader functions so they can refresh their custom include list properly on change
  • Improvements:
    • Added node previews for 'Light Attenuation' and both Indirect Light nodes
    • Added explicit call to Unity Editor ShaderUtil on Material Inspector to prevent class issues
    • Added Dependencies List on the Output Node properties

v1.3.9 dev 03:

  • New Nodes:
    • 'Projector Matrix'
    • 'Projector Clip Matrix'
    • 'Texture Transform'
  • Improvements:
    • Properties can be re-ordered on Template shaders
    • Cull, Blend Mode, Blend Ops, Color Mask and Stencil Buffer data can be read and modified on Template shaders
    • Added new custom Time port into 'Flipbook UV Animation' node
    • Templates no longer need /*ase_pass*/ tag to be declared
    • Adding UnityEngine.Object redundancy on its usage to prevent issues with other plugins
    • Outline can now take fog into account
  • Fixes:
    • Fixed issue on shader function headers being placed last on shader property list

v1.3.9 dev 02:

  • Fixes:
    • Additional fix on custom colored categories

v1.3.9 dev 01:

  • Fixes:
    • Fixed issue with 'Texture Coordinates' node not generating proper code for sizes bigger than float2
    • Fixed issue on reading old shaders data into new ASE versions
    • Fixed issue on custom colored categories
  • Improvements:
    • Updated various samples that were still compiled on older ASE versions
    • ASE window now loses text focus when losing its focus to prevent UI issues
    • Added proper Texcoord support in custom shadow caster
    • Added new toggle on 'Screen Depth' and 'Depth Fade' nodes to disable conversion from log to linear space
      • Important for Orthographic camera projections where Depth Buffer values are already stored in linear space

v1.3.8 dev 02/03:

  • Improvements:
    • Added new custom lighting port and migrated the emission connection to this port
      • Now custom lighting display both albedo and emission to be used in baking
    • 'Function Input' and 'Function Output' names can be edited through node body
  • Fixes:
    • Fixed indentation issue on some templates generated code
    • Fixed issue in texture property that would forget it's auto cast type on load
    • Fixed issue on 'Triplanar Sample' node being initialized with incorrect internal tiling value
    • Fixed issue on screen position for 'Dither' node
      • Now it changes the screen position interpolator globally to make it work on the shadow caster

v1.3.8 dev 01 ( the same as v1.3.7 dev 07 but bumped version for Asset Store release ):

  • Improvements:
    • Added Shader Function previews
    • Improved node list update on current focused window when renaming a shader function
  • Fixes:
    • Fixed issue on tabs node list not being updated with shader function renaming
    • Fixed issue with opacity mask not working correctly in custom lighting mode

v1.3.7 dev 05/06:

  • New Shader Functions:
    • Half Lambert Term
    • Blinn-Phong Light
  • Fixes:
    • Fixed issue with setting the proper canvas mode when load the shader or the editor window on hotcode reload
    • Fixed issue with shader function titles not supporting hyphen characters
    • Fixed issue on not refreshing shader function include files on load
    • Fixed issue on shader function tab name not being renamed when its file is renamed from the editor
    • Fixed 'Texture Sampler' node preview when in reference mode
    • Fixed stack overflow crash with pasting 'Commentary' nodes
  • Improvements:
    • Premultiplied options now multiply RGB values with Alpha when in custom lighting mode
    • Shader Functions are now loaded by guid and fallback to name search method if load fails
    • Added custom categories for shader functions
      • Recompiled existing shader functions to account for new categories
    • Improved 'Triplanar Sample' node texture array support
      • Now allows different index for each texture when doing triplanar in cylindrical mode
    • Area from picking inputs from connections now only take the port icon into account and only include the label when dropping the connection
    • Added preview for 'Static Switch' node

v1.3.7 dev 04:

  • Fixes:
    • Fixes issue on Shader Function includes

v1.3.7 dev 03:

  • Fixes:
    • Fixed issue on custom lighting nodes not compiling correctly when inside a shader function
    • Fixed dithermask being declared when not in use
    • Fixed texture array support with 'Triplanar Sample' node generating index code inside the function instead of outside of it
    • Fixed issue with 'Append' node preview
  • Improvements:
    • Replacing '\' with '/' instead of removing it when writing Additional Include path names
    • Added Additional Include list into shader functions

v1.3.7 dev 02:

  • Fixes:
    • Fixed issue with 'Texture Coordinates' node not generating local variables correctly
    • Fixed issue with Refraction port not correctly working with Tessellation
    • Fixed issue on applying vertex offset in certain Templates
    • Fixed cast and per channel operation issues on remaining blends on 'Blend Ops' node
    • Fixed issue on Soft Light Blend Op on 'Blend Ops' node
    • Fixed issue of Shader Function nodes not propagating data when generating code
    • Fixed focus issues when adding new items on Additional Includes, Pragmas, Sub-Shaders Tags and 'Custom Expression' node tools

v1.3.7 dev 01:

  • Fixes:
    • Fixed 'Fmod' node issue with Int type connections
    • Small fix to the path button in the new Texture Array Creator tool
  • Improvements:
    • Adding fallback when searching template by guid fails

v1.3.6 dev 01:

  • Fixes:
    • Fixed error when setting previews for texture related nodes
  • Improvements:
    • Improved cubemap support into texture related nodes
    • Removing Texture 0-3 and Scale Matrix options from 'Common Transform Matrices' node
    • Major rewrite for 'Triplanar Sample' node to make it easy to extend on the future
      • Small performance increase to 'Triplanar Sample' node
  • Deprecated nodes:
    • 'Texture 0 Matrix'
    • 'Texture 1 Matrix'
    • 'Texture 2 Matrix'
    • 'Texture 3 Matrix'
    • 'Scale Matrix'

v1.3.5 dev 02:

  • New Tool:
    • Added Texture Array Creator tool
      • Available at Window > Amplify Shader Editor > Texture Array Creator
  • Fixes:
    • Fixed Undo not being able to recover some nodes
  • Improvements:
    • Changed Custom Material Inspector to be able to set and show custom meshes in it's Preview
    • Template Data nodes now expand individual channels if data selected is from vector/color type
    • Expanded individual channels ports on:
      • 'Object Space Light Dir'
      • 'World Space Light Dir'
      • 'World Space Camera Pos'
      • 'Position From Transform'
      • 'Vector From Matrix'

v1.3.5 dev 01:

  • New Shader Functions:
    • Blinn-Phong Half Vector
  • Fixes:
    • Fixed issue on 'Toggle Switch' node not being correctly registered when created

v1.3.4 dev 02:

  • Fixes:
    • Fixed issue on text fields in nodes picking up values from other text fields in the editor
    • Fixed cast issue on 'Flipbook UV Animation' node
    • Fixed issue on creating sampler wire nodes
    • Small fix for resize buttons of 'Comment' nodes
    • Small fix to focus and select search text in the context menu not happening in specific situations
    • Fixed issue with 'Object To View Pos' local variable
    • Fixed 'Triplanar Sample' node normal mode signs in certain situations
    • Fixed issue on adding the same grab pass declaration multiple times
    • Fixed issue on incorrectly getting separate channels from transform nodes after local variables are created
    • Fixed issue on duplicate uniforms with some templates
    • Fixed issue where shader function properties were resetting after every save
  • Improvements:
    • Locking blend type nodes from sampler and matrix type connections
    • Expanded 'Object To View Pos' vector output vector into individual ports
    • Changed 'Triplanar Sample' node base UV direction to match unity terrain
    • Expanded vector ports for 'Object Space View Dir' and 'World Space View Dir'
    • 'Lerp' node now converts int types in the alpha input port to float types to prevent errors

v1.3.4 dev 01

  • Fixes:
    • Fixed issue with Opacity Mask port incorrect type
    • Fixed issue with incorrectly saving/loading multilines state in editor prefs
    • Fixed issue on not being able to create relays on texture type connections

v1.3.3 dev 01:

  • Fixes:
    • Fixed multiple issues with 'Append' node behavior
    • Fixed null pointer exception when Shift + Tabbing helper window
    • Fixed duplication error on UV generation code
  • Improvements:
    • Added Alpha To Coverage option ( tied to Opacity port being active )
    • Opacity Mask now only generates code if connected
    • Blend ops defaults are now OFF instead of ADD
    • Blend ops now pick the respective refined options when a specific blend mode is selected to make it easy to switch between them and the custom option ( opaque doesn't change anything )

v1.3.2 dev 04/05:

  • Fixes:
    • Fixed Asset Post Processor issue with Templates renaming
    • Fixed middle clicking on reference preview focusing on referenced node
    • Fixed graphic glitch on 'Static Switch' node button
    • Fixed issue with copy/pasting nodes taking incorrect property names
    • Fixed issue on 'Toggle Switch' incorrectly being read from older ASE versions
    • Minor fix on 'Object To Clip Pos' node
    • Fixed Undo issue with pasted property nodes
    • Fixed issue with duplicate local variables on templates when having multiple ports from the same category
  • Improvements:
    • Minor visual tweak on 'Standard Surface Light' node
    • Removed dependencies on custom shader inspector over the main ASE window so it can be removed by users
    • Setting first vector port automatically invisible ( if unconnected ) on nodes representing Unity built-in parameters ( since they are never used as vectors )
    • Improved custom template reader behavior
    • Minor improvement on Undo node paste behavior
    • Added Stencil Buffer Back and Front face options ( only visible when Culling is Off )
    • Changed input ports number of connections and data type visualization to represent the data being transferred in each cast
    • Improved crooked lines when nodes are too close to each other
    • Added custom single line texture properties for when the texture is marked to not have scale and offset properties

v1.3.2 dev 03:

  • Fixes:
    • Fixed issue with 'Texture Sampler' node not taking procedural textures correctly into account
    • Matrices can no longer be connected into 'Vertex To Fragment' nodes input port
    • Fixed reordering issues with shader functions when these were updated
    • Fixed rare compile issue where shader function headers were created but no property was present
    • Fixed issue where view direction vector shader code was being generated with different precision types
    • Fixed issue with Matrix nodes being able to choose its type as Property and add Attributes
    • Fixed issue with Matrix nodes initial value not corresponding to internal draw data
    • Fixed issue with Matrix3x3 not working correctly when its type was set as Global
    • Fixed issue on function nodes generating local variables for Sampler data type variables
  • Improvements:
    • Activating internal data for tessellation nodes
    • Minor tweak on vertex position data across all templates
    • Preventing 'DDX' and 'DDY' nodes to generate code when in vertex function
    • Removed Sampler data types as valid 'Custom Expression' output valid type

v1.3.2 dev 02:

  • New Shader Functions:
    • 'Bidirectional Parallax Mapping'
      • Mimics iterative Parallax Mapping with reference plane
    • 'Reconstruct World Position From Depth'
  • New Samples:
    • Added new Vertex Normal Reconstruction sample
  • Fixes:
    • Fixed issue with shader function nodes generating the same code multiple times
    • Fixed issue with function input generating duplicated code
    • Fixed issue with 'Texture Coordinates' node generating code in the vertex function when used inside a shader function
    • Fixed issue on 'Texture Coordinates' node in templates not respecting the size of the Coord Size option
    • Fixed issue on matrix multiplication via the 'Multiply' node not taking correct output type into account
    • Minor fix on Search Bar positioning
    • Recompiled Triplanar sample to be PS4 compatible
    • Recompiled Translucency sample to be PS4 compatible
    • Recompiled Hologram sample to be PS4 compatible
    • Fixed compilation issue with Billboard generated code in PS4
    • Fixed hot code reload issue with 'Template Parameter', 'Template Vertex Data' and 'Template Fragment Data'
    • Fixed issue on 'Fresnel' node not read/writing new normal space option
    • Fixed issue on 'Screen Position' node when used on Templates
  • Improvements:
    • Functions inputs now allow the use of node default graph trees supporting complex default operations
    • Particle Alpha Blend template now uses a float4 on its TEXCOORD0 semantic both for vertex and interpolator data
    • Added pragma tag into Default Sprites template
    • Added port failsafe config into 'Texture Sample' node after reading all its internal data
    • Making vector port invisible in Unity Parameters type nodes if not being used
    • 'Component Mask' node only creates local variables if needed
    • Multi-wire colored connections now active by default
    • 'Fresnel' node now have Normal Space option set to Tangent by default
    • Shader functions now display their description on its Inspector window
    • Fixed 'Grab Screen Position' and 'Grab Screen Color' nodes for VR and updated the respective samples accordingly

v1.3.2 dev 01:

  • New nodes:
    • 'Camera To World Matrix'
    • 'World To Camera Matrix'
  • Fixes:
    • Fixed issues with 'Toggle Switch' node
      • It now properly creates a toggle property and lets user change material in the editor
    • Fixed issue on vertex local variables not being registered correctly on custom lighting
    • Precision selection on 'Grab Screen Color' node is no longer locked when Custom Grab pass is disabled
    • Fixed issue with 'Depth Fade' node on OpenGL platforms
    • Normalized screen position code now works properly in all platforms
    • Fixed issue with 'Texture Array' node preview
    • Fixed issue with 'Vertex To Fragment' node generating duplicated code
  • Improvements:
    • Added toggle button into 'Static Switch' node
    • Improved wire auto-connection to node when its created from the context palette when dragging a wire
    • Auto screen UVs from 'Grab Screen Color' node now also take Unity Single Pass Stereo into account
    • Improved code generation on screen position related nodes
    • Activating internal port data into 'Toggle Switch' node
    • Updated Simple Blur and Simple noise examples to be fully android compatible
    • Tweaked 'Desaturate' node to prevent issues with PS4
    • Tweaked 'Parallax Occlusion Mapping' node to prevent issues with PS4

v1.3.1 dev 11:

  • Fixes:
    • Fixed incorrect UV variable name on Post-Process template
    • Fixed Perforce integration again
    • Fixed preview on 'Fresnel' node for the new tangent mode
    • Fixed issue with 'Screen Position' subtitle
    • Fixed issue with 'Vertex to Fragment' node on templates
  • Improvements:
    • Added two additional nodes to templates,'Template Vertex Data' and 'Template Fragment Data'
      • These nodes allow direct access to vertex and interpolated fragment data from the template
    • Adding vertex code entry tag into Post-Process template
    • Improved fail-safe behavior on attempt to write vertex code on template with no vertex tag declared
    • Minor tweaks on some nodes port names and order
    • 'Dither' node now has a input port that allows the use of a custom dither pattern
    • 'Vertex to Fragment' node no longer generates unnecessary code and now acts as a relay if connected to a vertex path

v1.3.1 dev 10:

  • Fixes:
    • Fixed cast issues on 'Smoothstep' node

v1.3.1 dev 09:

  • Fixes:
    • Multiple fixes on custom shadow caster
    • Fixed issue on Templates Manager being incorrectly destroyed in some situations
    • Fixed issue on Template data not being correctly synced when user changes its source code and returns to ASE
    • Fixed issue where referenced 'Texture Sampler' nodes was not respecting the original property order
    • Fixed issue on 'Grab Screen Color' node not using Unity default grab pass when selected to use it
    • Fixed small issues on multiple examples
  • Improvements:
    • Added tangent space normals to 'Fresnel' node and removed the internal normal value from its properties

v1.3.1 dev 08:

  • Fixes:
    • Fixed issue on 'Simple Contrast' node
    • Fixed boundaries issues on 'Dither' node
  • Improvements:
    • Minor tweak on 'Smoothstep' ports order
    • Added new Color and Intensity ports into 'Light Color' node
    • Minor overall optimizations on node previews
    • Added preview for 'Substance Sample' node
    • Added preview for 'Blend Operations'
    • Added input port for automatic texture dithering into 'Dither' node

v1.3.1 dev 07:

  • Fixes:
    • Fixed issue on 'Simple Contrast' node ignoring Value internal data
    • Fixed issue on nodes preview data not being written when its internal data is read from shader
    • Fixed 'Texture Sampler' node to output a Color instead of Vector type
    • Fixed 'Swizzle' node not detecting changes on its input ports
    • Fixed issue on allowing invalid characters when typing a custom keyword on the 'Static Switch' node
  • Improvements:
    • Improved code generated by 'If' node and hides unused internal data
    • Improved 'Rotator' node behavior
    • Improved 'Panner' node behavior
    • Added checkout for version control systems that need it to edit files like perforce.
    • Changed labels and port order for various nodes in the Image Effects category to improve consistency

v1.3.1 dev 06:

  • Fixes:
    • Fixed issue on template output node attempting to access template data before its initialization is complete
    • Fixed issue with validate/execute commands like duplicate on Mac
    • Fixed issue on not updating correctly mouse position when doing multiple pastes/duplicates
    • Fixed disappearing titles when selecting 'Register Local Var' nodes being used by 'Get Local Var' nodes located outside the visible graph area
    • 'Toggle Switch' node now properly casts its main port type for both input ports

v1.3.1 dev 05:

  • Fixes:
    • 'Indirect Specular Light' and 'Indirect Diffuse Light' now compile properly in vertex functions but provide dynamic baking results only
    • Changed mask clip variable name to be compatible with internal unity functions
    • Fixed issue with texture arrays derivatives not being declared in 'Parallax Occlusion Mapping' nodes
    • Fixed 'Texture Sample' node not changing cast mode automatically when in reference mode
    • 'Lerp' node now works as the hlsl/cg specification and allows for component based interpolation
    • Fixed issue on template native properties getting lost when hot code reloading
  • Improvements:
    • 'Get Local Var' nodes now get highlighted in green when their referenced 'Register Local Var' node are selected
      • It should be now easier to spot how many and which nodes use a determined Register node, we intend to expand this idea to other similar cases
    • 'Static Switch' now allows to use define symbols and material toggle is now optional
    • 'Keyword Switch' is now deprecated (opening the shader in newer versions should replace it by 'Static Switch')
    • 'Static Switch' and 'Grab Screen Color' nodes now show their node name in title but still allows to edit their variable by double clicking
    • Reorganized toolbar buttons for consistency
    • Showing internal value name at the node properties window when selecting a property on the 'Template Parameter' node

v1.3.1 dev 04:

  • Fixes:
    • Fixed issue with 'Static Switch' node duplicatnig code
    • 'Static Switch' node now properly allows the use of the same keyword
    • Fixed issue with Int ports generating black previews
    • Fixed issue where 'Custom Standard Lighting' node was generating garbage code when connected multiple times
    • Fixed dynamic baked lightmapping for 'Indirect Diffuse Light' node
    • Default fallback is now only added if shader doesn't use it's own
  • Improvements:
    • Changed 'Template Parameter' node to mimic the same look from the equivalent property nodes
    • Changed some labels and warning texts to be more clear on what's going on for texture objects
    • Int port color now uses the same color as float nodes
    • Added ASE custom inspector to the default templates
    • Added support for Texture Arrays with 'Parallax Occlusion Mapping' node

v1.3.1 dev 03:

  • New Features:
    • Added custom pragmas support to the main property panel
  • Fixes:
    • Fixed issue with texture arrays when in reference mode creating multiple properties
    • Fixed issue of 'Vertex To Frag' node not generating code in certain situations
    • Fixed issue with 'World Reflection' node not generating code correctly in vertex functions
    • Fixed issue of custom shadow caster not using the correct shader model
    • Fixed issue with dynamic port nodes not updating correctly in some occasions
    • Fixed issue of some nodes not properly using the selected precision type
    • Matrix 3x3 port types now display properly in the node property panel and compile correctly
  • Improvements:
    • 'World Position' node now forces float precision
    • Some more changes for the nodes subtitles for consistency
    • Minor performance and GC improvements

v1.3.1 dev 02:

  • Fixes:
    • Fixed issue with 'World Normal' node not generating it's components values properly in some occasions
    • Fixed issue with some parameters foldouts not displaying correctly and added a new context message for empty foldouts
  • Improvements:
    • Changed some subtitles prefixes to be more consistent about what they represent
    • Changed dropdown icon to a less confusing and more intuitive one
    • More editor performance improvements and reduction of GC in various places

v1.3.1 dev 01:

  • Fixes:
    • Fixed issue on copy-pasting custom lighting nodes
    • Fixed issue on null pointer reference on preview material when hitting play mode
  • Improvements:
    • Added upper left widgets into several nodes to change important properties directly on node body
    • Added secondary title into several nodes to show its current state directly from node body

v1.3.0 dev 03:

  • Improvements:
    • Completely refactored and changed the graph and node rendering to use a semi-MVC model
      • Improves the overall performance in several orders of magnitude
    • Various small visual fixes and improvements
    • Various changes to prevent most memory allocations heavily reducing GC
    • Changed zoom and auto-pan to a smooth version and fixed its auto-boundaries
      • This should make the editor feel more snappy and responsive
    • New object pickers for 'Substance Sampler' and 'Triplanar Sampler'
    • New outline for selected Wire nodes
      • Now is easier to see in all situations
    • Various previews were added,improved or fixed
      • 'Texture Sampler' nodes now properly display default values
    • Tweaked Input Type labels on 'Custom Expression' nodes to match shader variable type names
    • Custom Lighting nodes now show internal data and have additional Normal options
  • Fixes:
    • Fixed 'Texture Array' node issue when referencing an un-connected node
    • Fixed UI issue on 'Custom Expression' qualifiers
    • Fixed issue on shader name being overwritten when changing template
    • Fixed issue on copy/cut/paste not being correctly caught by nodes search bar

v1.3.0 dev 02:

  • Fixes:
    • Fixed issue with Output Node Opacity Mask port not working with Custom Lighting
    • Fixed errors with some nodes inside shader function
  • Improvements:
    • Improved internal file reader to be more robust in case of trying to load in-existent files
    • Templates Manager can now also be initialized by its post processor in case of an ASE window is not open
    • 'Blend Operations' node show current selected Blend Op on node body
    • Locked Custom Light nodes from being used on Templates

v1.3.0 dev 01:

  • New Features:
    • Templates
      • Create new shaders from already existing ones which serves as base/templates
  • Fixes:
    • Fixed issue on ports internal data not showing on 'Append' node
    • Fixed infinite loop on 'Texture Coordinates' and 'Texel Size' nodes

v1.2.1 dev 02:

  • Fixes:
    • Fixed issues with previews on 'Multiply' node
    • Fixed incorrect tooltip on 'Face' node
    • Fixed issue on 'Standard Surface Light' node where GI wasn't correctly picking normals
    • Fixed 'Texture Sampler' node not correctly generating code when connected to relays or shader functions
    • Fixed issue on 'Texel Size' and 'Texture Coordinate' nodes when referencing nodes not connected to Master Node
  • Improvements:
    • 'Grab Screen Color' node now uses Unity default grab texture and allows overriding it like it's previous behavior

v1.2.1 dev 01:

  • Improvements:
    • Major refactor on all nodes categories and colors to improve consistency
    • Added subtitle to 'Swizzle' and 'Component Mask' nodes to reflect their options
    • Added configurable background color for 'Commentary' nodes
  • Fixes:
    • Fixed issue with lightmaps when using the 'Standard Surface Light' node on Custom Lighting Light Model
    • Fixed issue on overwriting default texture values on 'Texture Sample' node when loading values from material

v1.2.0 dev 02:

  • Improvements:
    • Adding Call Mode into 'Custom Expression' node
      • On this mode all code written into the Code area will be directly injected into the shader code without being assigned to a local variable
      • The result written on the output port will be what is directly connected to the first input port ( named In ) which is not taken into account by the code expression. The In/Out pair will act as a simple relay.

v1.2.0 dev 01:

  • Fixes:
    • Fixed issue on generating UI exception when sometimes iterating between Search Node Bar results
    • Fixed issue on Output node size increasing infinitely with shader name
    • Fixed issue on incorrect serialization on 'Texture Sampler' node
  • Improvements:
    • Texture Object type nodes no longer auto-set the 'Texture Sampler' Normal Map option
      • Normal Map option was renamed to Unpack Normal Map
      • A warning is shown if a Texture Object marked as normal map is connected to a 'Texture Sampler' node with the Unpack Normal Map options turned off

v1.1.0 dev 13:

  • Fixes:
    • Fixed issue with reading incorrect legacy port info into 'Lerp' node
    • Fixed issue on cycling through deleted nodes when using the Nodes Search Bar
    • Fixed issue with incorrectly moving nodes nested into multiple 'Commentary' nodes
    • Fixed issue on Undo not registering internal node movement on 'Commentary' nodes
    • Fixed issue when using 'Virtual Texture Object' node on Vertex ports
    • Fixed issue with incorrectly moving selected nodes while resizing side menus
  • Improvements:
    • 'Simple Contrast' node now always store its result on a local variable
    • Greatly improved 'Commentary' node:
      • You now can use box selection inside the node body
      • You now can create Wire nodes by double clicking on a wire inside the node body
      • You now select and drag the node via its header or by pressing anywhere on the node body having the Alt key down
      • You now need to double click the node header to be able to modify its comment directly from there

v1.1.0 dev 12:

  • Fixes:
    • Fixed issue with creating legacy code for LOD Cross Fade on Unity v.2017 and above
    • Fixed issue on 'Lerp' node not adjusting correctly when disconnecting input ports
    • Fixing issue with node drag with snap
      • Now done by having both Ctrl+Shift pressed
  • Improvements:
    • 'Blend Operations' node now automatically adapts to input ports
    • Improving Search Bar focus behavior

v1.1.0 dev 11:

  • Fixes:
    • Fixed incorrect behavior on creating connections through Alt + Shift
    • Fixed out of bounds exception caused by removing ports on shader functions
    • Fixed issue with 'Triplanar Sampler' node not deleting correctly in some occasions
    • Fixed ordering issues with Stencil Buffer example
  • Improvements:
    • Overall improvements on nodes descriptions

v1.1.0 dev 10:

  • Fixes:
    • Fixed new Billboard Ignore Rotation option incorrectly ignoring game object translation

v1.1.0 dev 09:

  • Fixes:
    • Fixed issue with deprecated nodes warning message throwing an exception on recent Unity versions
    • Fixed 'Texel Size' node issues on Shader Functions

v1.1.0 dev 08:

  • New Features:
    • New 'Keyword Switch' node
  • Improvements:
    • Improved 'Lerp' and 'Clamp' nodes behavior
    • Added new improved dynamic 'Append' node which adapts to inputs and deprecated the old one
    • Billboards can now ignore object original rotation via its new Ignore Rotation toggle
    • New Soft Light option was added to 'Blend Operations' node

v1.1.0 dev 07:

  • New Features:
    • Added support for Custom Subshader Tags on Output Node properties
  • Fixes:
    • Fixed issue with having 'Custom Expression' nodes with similar port names
  • Improvements
    • Small improvements on canvas zoom behavior

v1.1.0 dev 06:

  • New Features:
    • Added new nodes:
      • 'World Transform Params'
      • 'Vertex Bitangent'
      • 'Vertex Tangent Sign'
  • Improvements:
    • Able to specify an HDR color on 'Color' node if the HDR attribute is set
    • Added previews to nodes:
      • Time
      • Object Scale
    • Improved how vertex data is being generated to prevent future issues
  • Fixes:
    • Fixed incorrect order of instruction write on 'Texture Coordinates' node

v1.1.0 dev 05:

  • New Features:
    • New 'Standard Surface Light' node ( exclusive to Custom Lighting Light Model )
  • New Samples:
    • Double Layer Custom Surface
  • Fixes:
    • Fixed issue with pasting nodes not refreshing external references from original ones
    • Fixed issue with generating helper local variable ids on several nodes which may lead to issues on shader functions
    • Fixed issue on 'Depth Fade' node
    • Fixed issue with not registering sampler dummies correctly when using 'Texture Coordinates' node with Tessellation
    • Fixed issue on multi-tabs with breaking all tabs except the focused one when dragging wires
  • Improvements:
    • Added previews to nodes:
      • 'World Space Camera Pos'
      • 'Object Space Light Dir'
      • 'World Space Light Dir'
      • 'Light Color'
      • 'Object To World'
      • 'World To Object'

v1.1.0 dev 04:

  • Fixes:
    • Fixed issue on 'Texture Coordinates' node generating wrong dummies on UV Sets different than 1
    • Fixed issue on 'Register Local Var' node usage with shader functions
  • Improvements:
    • Setting Enable Instancing option default value to false
    • Adding Exact Conversion option into 'Gamma To Linear' and 'Linear To Gamma' nodes for more accurate results

v1.1.0 dev 03:

  • Fixes:
    • Fixed issue on 'Pi' node
    • Fixed issue on 'Texture Coordinates' node not generating unique names when used on vertex body
    • Fixed issue with incorrectly counting amount of 'Virtual Texture Object' nodes on graphs
    • Fixed issue on 'Texture Array' drawers
    • Fixed issue on 'Remap' node preview preventing division by zero
  • Improvements:
    • 'Texture Array' node:
      • Now work with shader functions
      • Added derivative option to 'Texture Array' node
      • Minor tweak on tooltip text
  • New Features:
    • New Community Node 'GlobalArray' submitted by Vincent van Brummen and created by Johann van Berkel
    • Added new Enable Instancing toggle into Rendering Options to be able to activate instancing without having to use Property nodes

v1.1.0 dev 02:

  • Improvements:
    • 'Vertex TexCoord' and 'Swizzle' node types can be selected from node body
  • Fixes:
    • Fixed issue with 'Grab Screen Color', 'Get Local Var' and 'Texture Sample' nodes loosing references inside Shader Functions
    • Fixed issue on not correctly registering all Grab Passes from multiple 'Grab Screen Color' nodes
    • Fixed small issue on 'Commentary' node not being able to focus on comment text field when created

v1.1.0 dev 01:

  • Fixes:
    • Fixed issue with being able to open recently created shader multiple times
  • Improvements:
    • Added preview for 'Screen Position' node
    • 'Append' output type can be selected from node body
    • Small overall optimizations

v1.0.0 dev 12:

  • Fixes:
    • Fixed wrong casting issues on dynamic type nodes
    • Fixed lost reference when deleting 'Grab Screen Color' node

v1.0.0 dev 11:

  • New Features:
    • Additional includes (.cginc) can now be used into an ASE shader via the Additional Includes sections on the Output node
      • Their contents can be accessed via the 'Custom Expression' node
    • Added Node Search bar to quickly find nodes on the canvas
      • Ctrl + F: Shows Search Bar
      • Enter/Return/F3: Goes to next occurrence
      • Shift + (Enter/Return/F3): Goes to previous occurrence
      • Escape: Hides Search Bar
  • New samples:
    • UV Light Reveal
  • Fixes:
    • Fixed issue on creating unnecessary casts from floats
    • Fixed minor issue on GPU Instancing sample
    • Fixed minor UI issues on 'Reflect' and 'Refract' nodes
    • Fixing shader paths for Community Shaders
    • Fixed issue on incorrect cast when using Floats and Ints in certain nodes
    • Fixed issue on resetting in certain situations vertex local variables generated during Output Node fragment code generation
    • Fixed issue on property name update in 'Grab Screen Color' node
  • Improvements:
    • Improved nodes local variables reset behavior to prevent future issues
    • Added previews to 'Gamma To Linear' and 'Linear To Gamma' nodes
    • Forcing 'Dot' and 'Normalize' nodes to store results in local value and prevent with power operations

v1.0.0 dev 10:

  • Fixes:
    • Fixed issue with temporary variable assignment Id on 'Texture Coordinates' node

v1.0.0 dev 09:

  • New Features:
    • New 'Static Switch' node which allows creation of shader variants
  • Fixes:
    • Fixed minor issue on reading inputs from dynamic 'Add' and 'Multiply' nodes on older shader versions
    • Fixed issue on Parent Graph attempting to delete in-existent connections
    • Fixed issue with always disabling Light Maps when using Tessellation
    • Fixed issue with Texture Nodes reference drop down selector showing incorrect labels both on 'Texture Sampler' and 'Texture Coordinates' nodes
    • Fixed issues on incorrect loosing references with 'Texture Sampler' node on Reference mode
  • Improvements:
    • Improved 'Append' node connection management
    • Added Local Var selector directly on 'Get Local Var' node body

v1.0.0 dev 08:

  • New Features:
    • New Output node Rendering Options
      • Disable Batching
      • Ignore Projector
      • Force No Shadow Casting
  • Fixes:
    • Fixed issue with new dynamic 'Add' and 'Multiply' nodes not registering port creation/destruction into Undo system
    • Fixed issue on 'Grab Screen Color' node duplicating code
    • Fixed issue with Opacity Mask port being incorrectly Enabled/Disabled on certain situations
    • Fixed issue on 'Get Local Var' nodes getting wrong ids on certain situations when a 'Register Local Var' node is deleted
    • Small fix to force property name update when changing type on property nodes
    • Fixed issue where 'View Dir' node was generating code in the wrong space when in vertex function for both world space and tangent space

v1.0.0 dev 07:

  • Fixes:
    • Fixed name conflict on 'Custom Expression' node
    • Fixed issue for both normal input in indirect lighting nodes that were asking from normal in world space instead of tangent space

v1.0.0 dev 06:

  • New Features:
    • Added LOD Cross Fade support for LOD groups ( located in the Output node Rendering Options tab )
  • Improvements:
    • 'Add' and 'Multiply' nodes can have more than 2 input ports ( max 10 )
    • Minor improvements on several nodes
    • Refraction port use Unity's grabpass by default so it can pick other refraction materials
    • Avoiding possible compiler misunderstandings with System.Type calls
    • Ensuring variables/functions created by custom expressions have unique names
    • Auto enabling instance mode on material ( if on Unity 5.6 or above ) when detecting instance mode on ASE shader
    • Improved zoom behavior
  • Fixes:
    • Fixed issue when remapping ports from very old shaders
    • Fixed swizzle issue on 'Vertex Position' node
    • Fixed matrix 'Invert' node
    • Fixed SimpleGPUInstancing sample not fully batching on Unity 5.6
    • Fixed opening a SF in more than one tab after creation
    • Fixed header click to edit name when zoomed out
    • Fixed both Commentary node side menus resize not following the mouse movement correctly
  • New Shader Functions: ( AmplifyShaderEditor/Examples/Assets/ShaderFunctions )
    • Simple HUE
    • SphereMask

v1.0.0 dev 05:

  • Fixes:
    • Fixed issue with conditional 'If' node
    • Fixed issue with 'Vertex Position' node swizzle in Local Vertex Ports
  • Improvements:
    • Caching instanced property nodes into local variables to prevent multiple UNITY_ACCESS_INSTANCED_PROP() on them
    • Added support for samplers types into 'Custom Expression' node

v1.0.0 dev 04:

  • Fixes:
    • Fixed node drag and drop issue from palette
    • Fixed issue with online reference button having a "too-large" click box
    • Palette Menus now display the correct cursor on mouse hover
    • Fixed clicking Enter on palette without selecting a node
    • Changing lighting models should now show the error messages correctly
    • Fixed issue of Custom Light nodes not loading properly
  • Improvements:
    • Added Per Renderer Data tag to Properties available Attributes
    • Adding help box into 'Virtual Texture Object' with additional info

v1.0.0 dev 03:

  • New Features:
    • Custom Lighting
      • New Nodes: ( can only be used on this light model )
        • Indirect Diffuse Light
        • Indirect Specular Light
        • Light Attenuation
  • New Samples:
    • Custom Lighting Toon
  • Fixes:
    • Fixed issue when zooming with Alt + Right Mouse button
    • Fixed issue with window not detecting graph type on Unity load
    • Fixed issue on 'Debug Switch' node not loading properly
    • Fixed issue on assigning invalid cultures when an error/exception occurred inside ASE
  • Improvements:
    • Context Palettes now allow Tab / Shift Tab to select between nodes instead of mouse selection (confirms with Return/Enter key)
    • Added previews for 'Debug Switch' and 'Toggle Switch' nodes
    • Added link to node documentation on its tooltip
    • Small optimization on all nodes overall
    • Preventing ASE to crash if some faulty class/dll is present on the project

v1.0.0 dev 02:

  • Fixes:
    • Preventing shadow caster error on using 'Vertex TexCoord' with 'Vertex Normal'

v1.0.0 dev 01:

  • Fixes:
    • Fixed issue on not recognizing Tessellation port correctly when at Lambert or BlinnPhong light models
    • Fixed issue on dragging nodes via Alt mode not respecting ports unique ids when creating connections
    • Fixed minor typo on 'Switch by Face' node
    • Fixed minor issue when loading LoadPolyWater example

v0.7.2 dev 08:

  • Fixes:
    • Fixed issue generating input ports instructions on 'Custom Expression' node

v0.7.2 dev 07:

  • New Features:
    • Added support for multiple ASE windows opened simultaneously
  • New Samples:
    • Animated Fire with Shader Functions
  • Improvements:
    • Forcing InvariantCulture on ASE execution cycle to prevent issues with number parsing
    • 'Texture Sampler' node no longer shows it's sampler properties when a 'Texture Object' node is connected to it
    • Improved redundancy awareness on 'Virtual Texture Object' and 'Texture Sampler' nodes
    • Improved 'Virtual Texture Object' tooltip
    • Removed Return button from Shader Functions since it is now useless with new multi-tab behavior
  • Fixes:
    • Fixed issue on changing Normal map option in 'Texture Sampler' node not changing its output type
    • Changed 'Virtual Texture Object' node channel name to 'Layer' and fixed its default value not showing up correctly
    • Virtual textures now generate properties with their correct name (requires user changes to the virtual texture itself)
    • Fixed issue that break compiling when a missing shader function was present
    • Forcing internal data update for shader function Output nodes to prevent errors when they are disconnected
    • Fixed small issue with shader function nodes being stuck on selection when double clicking on them

v0.7.2 dev 06:

  • New Features:
    • Added 'HSV To RGB' and 'RGB To HSV' nodes
  • Improvements:
    • 'Custom Expression' node with a return instruction on its Code text area generates a function with the code contents thus enabling multiple instructions lines on its body
      • Added small info text on node properties to explain its behavior
      • Added new name field ( can also be edited directly on node by double clicking on it ) which is used to name the generated function/ local variable
    • Small refactoring on some classes for consistency and warning removal from Visual Studio
  • Fixes:
    • Fixed issue on some changes not being correctly caught on setting Blend Render Type
    • Fixed issue with Unlit Light model doubling the value set on the Emission output port
    • Small fix on title updates when using Shader Functions
    • Removed warning from unused legacy source code on 'Register Local Var' and 'Get Local Var' nodes
    • Fixed issues on incorrect casts on 'Texture Sampler' node
    • Fixed issues on incorrectly snapping wires into hidden ports

v0.7.2 dev 05:

  • Improvements:
    • Changed tool tip display to trigger when mouse is on top of the node ( now displays below the node)
    • Shader Functions
      • Added default values for input node in SF (these are used when there's no connection)
      • Added port restrictions to dynamic node types
      • Changed way input node work with restrictions when changing type to prevent invalid connections
  • Fixes:
    • Fixed minor typo on 'Rotator' node

v0.7.2 dev 04:

  • Fixes:
    • Fixed multiple issues on save behavior when changing modes
    • Fixed issue with shader functions not assigning the main node correctly
    • Fixed issue on Project Window Change callback
    • Fixed graph count increasing on shader switch
    • Fixed version numbering in function nodes
    • Fixed nested SF issue with inputs

v0.7.2 dev 03:

  • Fixes:
    • Fixed issue with 'Vertex TexCoord' not writing properties correctly into shader meta

v0.7.2 dev 02:

  • Fixes:
    • Fixed cast and port activation issues on Blend Nodes
    • Fixed various issues with SF:
      • Saving no longer deselects
      • Reordering is now working properly
      • Autocast now has port restrictions into account and deletes with warning when possible
      • Sampler types no longer duplicate
  • Improvements:
    • Texture Objects node family can now be set as Globals

v0.7.2 dev 01:

  • New Features:
    • Added Shader Functions
    • Added new 'Object Scale' node
  • Fixes:
    • Fixed multiple issues with Copy/Paste
    • Fixed issues with nodes on Vertex Function
      • 'Fresnel'
      • 'Posterize'
      • 'Heightmap Texture Blend'
      • 'Unpack Scale Normal'
    • Fixed issue with incorrect data read from 'Texture Coordinates' nodes on versions bellow 0.5.0 dev 003
    • Fixed issue on inverted Receive Shadows toggle
  • Improvements:
    • Can Copy/Paste between different Shaders and Shader Functions
    • Shader properties created by Refraction, Translucency, Mask Value and Tessellation now appear on the Output node Material Properties list and can be reordered
    • Preventing UndoParentNode to generate DefaultValue conflicts caused by other plugins
    • Removed warnings generated on some situations by the 'Screen Position' node
  • New Samples:
    • LowPolyWater by The Four Headed Cat
    • ForceShield by The Four Headed Cat

v0.7.1 dev 02:

  • Improvements:
    • Improved 'Texture Coordinates' node and added new Tex input port into it
    • Improved local variable usage on several node generated code to improve overall shader instruction count
    • 'Vertex Position' node now has new Size property
  • Fixes:
    • Fixed issues on 'Vertex to Fragment' node
    • Fixed issue on loading an ASE shader with its window already opened but tabbed and not visible during play mode
    • Fixed multiple issues with 'Grab Screen Position' node usage on Vertex function
    • Fixed issue with Forward Shadows not being correctly written when Custom Shadow Caster was active
    • Fixed issues with Blend nodes usage on Vertex function
    • Fixed issues with 'Dithering' node usage on vertex function and when Tessellation is active
    • Fixed issues with 'Screen Depth' node usage on vertex function and when Tessellation is active
    • Dithering sample now works while Tessellation is active

v0.7.1 dev 01:

  • New Features:
    • Alt + Node Drag to Auto-(dis)connect node on existing wire connection
  • Improvements:
    • Added new Tex Input Port into 'Texel Size' node
    • Optimized nodes list usage on palettes (API)
    • Improved retro-compatibility handling with adding new ports on already existing nodes (API)
  • Fixes:
    • Fixed issue on horizontal scroll bar not appearing on Helper Window

v0.7.0 dev 03:

  • New Features:
    • Added 'Face' node
    • Added 'Switch by Face' node
  • Fixes:
    • Fixed issue on not setting shader version on graph when creating a new empty one which lead to copy/paste issues
    • Fixed wrong port type assignment and incorrect conditional operator usage on community 'Compare ...' nodes
    • Fixed issue with creating a material from a shader already with properties in Unity 5.6
    • Fixed multiple UI issues on Retina MacBook
  • New Samples:
    • Highlight Animated by The Four Headed Cat
    • 2 Sided by The Four Headed Cat
    • Two Sided with Face

v0.7.0 dev 02:

  • Improvements:
    • Improved Float to Vector auto-cast
    • Double-clicking on a 'Get Local Var' node focus on its referenced 'Register Local Var' node
  • Fixes:
    • Fixed issue with keyboard shortcuts on Mac
    • Fixed renaming issues with 'Triplanar Sampler' node
    • Fixed issue on property nodes UI not refreshing on Undo
    • Fixed issues on 'Fresnel' and 'Vertex Normal' related with normal generation
    • Fixed typos on POM
    • Fixed issue with Wire node deletion
    • Fixed auto-change port types issues on all Compare nodes

v0.7.0 dev 01:

  • Improvements:
    • Greatly improved Undo
    • Colored Port Mode behaves as a normal toggle and doesn't require double tap on W key
  • New Samples:
    • Hologram by The Four Headed Cat
  • Fixes:
    • Fixed issue on deleting nodes with Wire nodes on their connections

v0.6.1 dev 05:

  • Fixes:
    • Fixed issue with custom Shadow Caster on Vulkan

v0.6.1 dev 04:

  • Improvement:
    • Renaming 'Texture Sampler' Type property Instance to Reference and prevent confusion with GPU Instanced properties
  • Fixes:
    • Fixed issue on unnecessary saves on Live mode
      • Also increased Inactivity time from 0.5s to 1s
    • Fixed issues on some node interactions not being detected by live mode ( and thus not being flagged to save )
    • Fixed issue on 'Rotator' node not correctly generating local values according to vertex/frag
    • Fixed issue on 'Texture Coordinates' node when defining its Inputs with Tessellation active
    • Fixed issue with custom Shadow Caster on Metal IOs
    • Fixed small typo on Tessellation Shader Model warning message

v0.6.1 dev 03:

  • New Features:
    • Adding Fallback shader picker on Master Node
    • Adding Shader LOD value modifier on Master Node
  • Improvements:
    • Node property title changes according to selected node
    • Added Multi-Line mode to wires ( Ctrl + W )
    • Added ability to change 'Triplanar Sampler' node name
    • Improved wire connections rendering while zoomed
    • Tweaked live mode to save only when user is inactive for 0.5s
  • Fixes:
    • Small node resizing issues fixed
    • Fixed issues on Live mode not catching node connections and creation correctly

v0.6.1 dev 02:

  • New Features:
    • Added 'Triplanar Sampler' node
    • Added Vertex Output ( can now change from Relative/Local Vertex Offset to Absolute/Local Vertex Position )
    • Added Smear Sample
    • Added Unlit Light Model
    • Added simpler 'Time' node
    • Added 'Depth Fade' node
    • Added 'Camera Depth' Fade node
  • Improvements:
    • Adding node info into Helper Window
    • Adding drag and drag valid unity assets list to helper window
    • 'Screen Position' and 'Grab Screen Position' now have a Output dropdown on its properties instead of a Toggle
    • Improved GPU instancing example by adding a C# illustrating how to set instanced properties
  • Fixes:
    • Fixed issue on preview materials not being initialized after returning from play mode
    • Fixed issue on local variables reset
    • Fixed issue with tangent and bitangent previews
    • Fixed billboard issue with non-uniform scaling
    • Fixed issue on Tex ports counting as having valid internal data on Node Properties UI
    • Fixed issue on using 'Texture Sampler' or 'Screen Color instances on Master Node Debug port

v0.6.1 dev 01:

  • Improvements:
    • Activating internal data into 'Object To World' and 'World To Object' nodes and setting it to (0,0,0,1) by default
    • 'Texture Array' nodes can be created by dragging a Texture 2D Array object into ASE canvas
  • Fixes:
    • Fixed issue on 'Texture Array' node when connecting it to Vertex Ports
    • Fixed issue on 'Vertex TexCoord' not generating correct source according to their properties
    • Fixed issues on MourEnvironment, SandPOM and WaterSample shaders

v0.6.0 dev 01:

  • Improvements:
    • Added Texture Coordinate Coord Size parameter for 'Vertex TexCoord' node
  • Fixes:
    • Fixed issue when doing custom shadow caster with translucency on deferred mode
    • Fix for texture coordinates zeroing out Z and W
    • Fixed issue with input port internal name not being set correctly
    • Fixed issue with custom shader inspector on unity 5.6
    • Fixed shadows issue on Matcap example
    • Fixed 'Virtual Texture Object' sampling the correct UVs when not connected

v0.5.1 dev 012:

  • Fixed issue with LightColor node not generating the proper values
  • Fixed issue when doing custom shadow caster with translucency on deferred mode
  • Made the code generation compiler friendly because of unity 5.5 and up changes

v0.5.1 dev 011:

  • Adding new Billboard option into Master Node
  • Control key can be also used to append nodes to selection
  • Fixed issue with not updating material inspector in real time ( because out of focus ) when changing properties on canvas
  • Fixed cast issues on object picker with 'Texture Sample' and 'Texture Object' nodes
  • Added Mask buttons on Previews
  • Improved overall editor performance

v0.5.1 dev 010:

  • Added 'Desaturate' node
  • Fixed small visual issue with Color Mask UI
  • Improved overall UI performance

v0.5.1 dev 009:

  • Linking both Up/Down keys and right mouse dragging to scroll behavior into menus
  • Canvas zoom can be changed by right mouse dragging while pressing Alt key
  • Fixing multiple issues with 'Swizzle' node
  • Heavily optimized drawing the node lines
  • Fixed issue with loading default shaders to ports

v0.5.1 dev 008:

  • Fixed issues when using line feed on 'Custom Expression' node code area
  • Fixed wires and previews displaying on top of the title bar
  • Fixed order issues on 'Commentary' node
  • Fixed issue with BurnEffect sample
  • Majorly improved Previews update speed
  • Added LOD levels to previews ( sampler and texture arrays )
  • Added many more node previews
  • Updated TriplanarProjection and ParallaxMappingIterations samples
  • Optimization on drawing wires
  • 'World Normal', 'World Reflection' and 'Fresnel' input ports now modify their previews
  • Improved Nodes Graph internal ordering to correctly create connections on shader load

v0.5.1 dev 007:

  • Fixed issues with 'Texture Coordinates' node usage with Tessellation
  • Fixed swizzling issues on 'View Dir' node

v0.5.1 dev 006:

  • Added new Helper Window accessible via the right most button on the graph window
  • (De)Activating Tessellation and Outlines forces shader to save
  • Expanded the amount of nodes with available preview
  • Added fail safe to continue loading shader if in-existing community nodes are detected
  • Added Normal Map unpacking to 'Texture Array' node and updated its sample
  • Fixed issues on Debug Port usage
  • Fixed issues on 'Flipbook UV Animation' when property nodes are connected to rows and column input ports
  • Fixed issues on Not configuring 'Texture Array' node ports after read
  • Fixed issues on Major fix on register/get local var mechanics
  • Fixed issues on Adding a space on the node palette search when opening it via space bar
  • Fixed issue on ignoring color masks setup on certain situations
  • Forcing default values on input port internal data if an exception is caught

v0.5.1 dev 005:

  • Added new Curvature Parameter for 'Parallax Occlusion Mapping' Node
  • Added 'World To Object' node
  • Added 'Object To World' node
  • Fixed issue on 'World Normal' node
  • Fixed issue on 'World Tangent' node
  • Fixed issue on 'World Bitangent' node
  • Fixed issue on 'World Reflection' node
  • Fixed issue on 'Register Local Var' node
  • Fixed issue with Tessellation used with Custom Shadow Caster
  • Fixed issue with Mip Level not being used with 'Texture Sampler' nodes on Vertex Ports
  • Fixed issues with Master Node Debug port usage

v0.5.0 dev 005:

  • Applied overall UI changes from Master Node into all other nodes
  • Added Node Previews
  • Added new Frame Title parameter on 'Commentary' nodes
    • Auto focus on new Frame Title textfield when node is created
  • Added new Soap Bubble sample using both Reflection and Refraction
  • Fixed issue with 'Custom Expression' node
  • Fixed issues on 'Scale' node
  • Fixed issues on 'Panner' node
  • Fixed issues on 'View Dir' node
  • Fixed issues on 'Substance Sample' node
  • Fixed Repaint issues on ASE custom material editor
  • Fixed issue with texture defaults not being correctly written on shader meta
  • Fixed issue on reading alpha:fade option from older versions
  • Tweaked 'Component Mask' node
  • Tweaked 'Pi' node
  • Improved 'Substance Sample' node previewer
  • Refraction to now have Specularity into account
  • Removed warnings on importing ASE to Unity v5.6.0

v0.5.0 dev 004:

  • Added new Outline option on Master Node properties
  • Tweaked Tessellation material update

v0.5.0 dev 003:

  • Fixed issue with Live Mode load/save state
  • Fixed repaint issue with picking ports
  • Tweaked 'Substance Sample' node preview
  • Adding Toggle Attribute to 'Switch Toggle' node

v0.5.0 dev 002:

  • 'Texture Coordinate' now support float3 or float4 output types
  • Changed Colored ports saving mechanism
  • Tweaked how ports are saved/loaded via shader meta to easily modify existing nodes port amount without breaking older versions (API)
  • Tweaked Simple Noise example
  • Tweaked Read Atlas examples
  • Tweaked Translucency example
  • Minor tweak on 'Texture Sample' node
  • Fixed issue with local variable declaration on Master Node Debug port
  • Fixed issue with Screen Space Curvature example
  • Fixed issue with reading fade parameter on master node
  • Fixed issue with Transparency shader

v0.5.0 dev 001:

  • Fixed issues with 'Texture Array' node
  • Fixed issues with 'Texture Coordinates' node
  • Fixed issues with Tessellation example on MacOs
  • Fixed issues on multiple examples with Unity beta version 6 and above
  • Added new 'Substance Sample' Node
  • Added example using the new 'Substance Sample' node located at Examples/Official/Substance
  • Added Attributes to Property Nodes
  • Added Conditional 'If' Node with Dynamic Branching option
  • Tweaked 'Flipbook UV Animation' node

v0.4.1 dev 002:

  • Fixed issue 'Flipbook UV Animation' node not resetting properly and added a start frame parameter

v0.4.1 dev 001:

  • Fixed issue with Texture Array sample

v0.4.0 dev 003:

  • Default Alpha mode set to Transparent and not Alpha Pre-Multiply
  • Minor tweak on node sorting on palette windows
  • Minor tweak on Master Node Property UI
  • Added new Rendering Options foldout on Master Node properties
  • Added check to prevent division by zero warning with 'Grab Screen Position' and 'Screen Position' nodes

v0.4.0 dev 002:

  • Forcing LF on all shaders to prevent CRLF mixed with LF when upgrading them
  • Fixed issues with custom shader inspector

v0.4.0 dev 001:

  • Minor fix on 'Grab Screen Position' node
  • Added new Refraction port into Master Node. Only works correctly with Unity 5.5.1 p1 and above due to an internal unity issue
  • Added new Refraction Example ( AmplifyShaderEditor/Official/ObjectNormalRefraction )
  • Added new Vertex Normal port into Master Node
  • Small update to Material and Shader mode borders
  • Parameter types can now be changed from node itself on property nodes via dropdown on its upper left corner
  • Various fixes from the way the Blend Mode works to take new translucent option into account
  • Fixed issue with connections from cache when changing Light Mode on Master Node not respecting port availability
  • Changed Refracted Shadow demo blend mode
  • Fixed Vertex Offset issue with custom shadow caster
  • Small fix to auto change blend mode on rendertype and render queue changes
  • Fixed some samples with wrong version or wrong connections
  • Fixed UI problems in Unity Personal skin

v0.3.2 dev 003:

  • Fixed issue with 'Multiply' node
  • Fixed issue with 'Divide' node
  • Fixed issue with 'Texture Sample' node
  • Fixed issue with 'Dot' node
  • Tweaked 'Fresnel' node to use Unity's interpolators and made the default values match Schlick Fresnel
  • Tweaked 'World Normal' node to prevent multiple normals generation
  • Added 'Texture Array' node
  • Added 'Linear to Gamma' and 'Gamma to Linear' nodes
  • Majorly revamped the UI for the master nodes options
  • Revamped Blend Modes and added additional options
  • Added pos-load test on nodes invalid connections to prevent issues with older ASE versions

v0.3.2 dev 001:

  • Added custom shadow caster
  • Small fix to both emission and alpha on Fade mode
  • Fixed minor issues on reading shaders from older versions( < v0.2.0 dev 002 )
  • Fixed issues on 'Custom Expression' node
  • Fixed issues with 'Grab Screen Position' node
  • Property nodes with Parameter Type set to Global doesn't force _ on the parameter internal name

v0.3.1 dev 009:

  • Fixed 'Grab Screen Color' node issues
  • Minor tweaks on Context menu
  • Tweaked 'Screen Position' and 'Grab Screen Position' behavior
  • Added switching of input ports connections by holding the CTRL key
  • Added removing of input ports connections by double clicking with the left mouse button on them
  • Forcing Shader Model to at least 4.6 if Tessellation is active

v0.3.1 dev 008:

  • Small fix to 'Virtual Texture Object' node
  • Fixed issues on 'Texture Sample' node
  • Fixed issue on not correctly unregistering nodes from 'Commentary' nodes when they were deleted
  • Fixed issue when reading old shaders created with v0.2.4 dev 004
  • Fixed issue with 'Texture Coordinates' node when using Tessellation
  • Fixed issues and tweaked overall normals generation
  • Fixed issue on 'Vector From Matrix' node
  • Fixed issue on ASE canvas camera incorrectly panning when hitting a tooltip with Middle/Right Mouse Button
  • Fixed connection errors with 'Vector From Matrix' node
  • Fixed issue with 'Vertex To Fragment' node
  • Deprecated 'Local Position' node
  • Added 'Grab Screen Position' node
  • Tweaks on nodes and ports names to maintain overall consistency
  • Added new Scale and Offset option on 'Screen Position' node
  • 'Register Local Var' node now also has system to prevent duplicate names

v0.3.1 dev 007:

  • Added auto-order option into 'Register Local Var' node
  • Added new 'Improved Read From Atlas Tiled' example
  • Added 'Simplified Fmod' node

v0.3.1 dev 006:

  • Fixed control argument exception when deleting connection with Alt key on selected node
  • Fixed issue with 'Switch Toggle' node

v0.3.1 dev 005

  • Side menus are now resizable
  • Tweaked 'Weighted Blend' node
  • Added 'Summed Blend' node
  • Added 'Toggle Switch' node
  • Added new 'Scale and Offset' node
  • Fixed issues on 'Vertex Binormal World' and '[VS]Vertex Tangent' nodes
  • Fixed issues with 'Texture Sample' nodes created via dragging a texture to ASE
  • Fixed issue with 'Scale' node
  • Fixed issues on incorrectly reading 'Receive Shadows' parameter from ASE shader previous to v0.2.5

v0.3.1 dev 004

  • Fixed issues with accessing 'Texture Coordinates' node when tessellation is active

v0.3.1 dev 003

  • Fixed yet another issue with accessing 'Texture Coordinates' node on vertex function
  • Reverted shader update mechanism after save to previous old one until issue reported by Seith is fixed

v0.3.1 dev 002

  • Fixed issues with accessing 'Texture Coordinates' node on vertex function

v0.3.1 dev 001

  • Improved overall editor UI
  • Improved Live Mode
  • Nodes can generate shader comments ( API )
  • Each port can now have multiple restrictions ( API )
  • 'Texture Object' can now only be connected to 'Texture Sample' nodes
  • Added 'Switch' toggle node

v0.3.0 dev 005

  • Auto adding AMPLIFY_SHADER_EDITOR symbol on current target group when initializing ASE ( API - to be used on external community nodes )
  • Added keyboard shortcut [F5] to force available nodes refresh ( API )

v0.3.0 dev 004

  • Fixed yet another issue with local variables generation

v0.3.0 dev 003

  • Fixed crash from infinite loop generated on port 'Tex' at 'Texture Sample' node
  • Fixed cast issue when using internal port data on some nodes
  • Fixed issues with local variables generation
  • Tweaked Vertex Displacement port on Master Node
  • Added ability to specify range of valid data types for input ports ( API )
  • Locked 'Tex' port from 'Texture Sample' node to only allow connections to 'Texture Object' nodes

v0.3.0 dev 002

  • Updated POM to clip edges using a tilling parameter
  • Updated the sand POM example and its height texture
  • Updated Water sample
  • 'Vertex NormalWorld', 'World Position' and 'View Dir' nodes now also output into vertex offset correctly
  • All editor resources are loaded via their own guid
  • Added Tessellation port into master node to be able to create custom Tessellation behaviors
    • Tessellation parameters ( excluding Phong ) on Master Node Properties will be deactivated if its port is being used
    • Created Nodes for each of the builtin Tessellation functions
      • Distance-base Tessellation
      • Edge Length Tessellation
      • Edge Length Tessellation with Cull
  • Fixed issues with not creating local variable correctly if graph is shared between vertex and frag ports
  • Fixed issue with local variables created on automatic casting not taking port category into account
  • Fixed node width issue regarding its header title size

v0.3.0 dev 001

  • Fixed issue on where deprecated nodes needed to be available to be replaced by their replacement type
  • Fixed issues on all conditional nodes
  • Fixed issue on local variable creations on vertex shader
  • Fixed issue on 'Commentary' node
  • Amplify Texture dependency is dynamically set through asset guid
  • Texture Sampler will quietly ignore virtual object if AT is not found in project and will not generate a broken shader
  • Deprecated nodes are automatically excluded from the palette
  • Updated version in all samples
  • Optimized 'Multiply' and 'Divide' nodes
  • Added Edge Length based tessellation
  • Added Fixed Amount based tessellation

v0.2.6 dev 001

  • Fixed issue on 'Virtual Texture Object' node
  • Fixed issue on 'If' node
  • Fixed issues in 'Parallax Occlusion Mapping' node
  • Fixed issues on 'Texture Sampler' node
  • Fixed issue for translucency on point lights
  • Fixed issues on 'Texture Coordinates' node
  • Fixed issue on not correctly syncing ASE when when hitting paste button on our custom inspector
  • Avoiding null pointer exception when compiling a 'Texel Size' node without references
  • Re-Organized ASE folder system and added initial pop-up window to clean old/deprecated data
  • Tweaked Default/Material values UI on Property nodes
  • Node Properties window can now be show by double clicking a node
  • Renamed Uniform parameter type to Global
  • Added Distance-Based tessellation. Can be activated/configured on Master Node properties
    • Added Tessellation sample
  • Added emission baking support. Queue must be set to "Geometry" to work properly
  • Added Tiled Atlas sample
  • Added scenes for each sample
  • Added tool tips for Master Node properties

v0.2.5 dev 004

  • Added Parallax Occlusion Mapping node (uses linear search with customizable samples in conjuntion with interval mapping for refinement of sidewalls)
  • Added simple snapping behavior when moving nodes (left-control)
  • Fixed background grid image sliding when zooming
  • Fixed issue with 'Texcoord Vertex Data' on writing
  • Fixed issues with default values of 'Virtual Texture Object'
  • Fixed issues when drawing 'Matrix3x3' and 'Matrix4x4' nodes
  • Fixed compilation error when creating builds

v0.2.5 dev 003

  • Fixed issues on 'Texture Coordinate' node
  • Fixed issues with 'Texture Sample' node not reading the correct values from older shaders versions
  • Fixed issues with instanced texture samples
  • Fixed issues with 'Texel Size' node
  • Fixed issues with adding new categories on community created nodes
    • Custom category colors can now also be set up via NodeAttributes(...)
  • Created simpler method ( GeneratePortInstructions(...) ) to generate input instructions. Handy for community members which are creating new custom nodes
  • Fixed issue with propagating incorrect port types on master node when loading shader from older versions
  • Fixed issues with parallax example
  • Alpha channel/Opacity port is forced to 1 if Keep Alpha is set to true and port is not connected to prevent UI issues
  • Added index property in '[VS] Vertex TexCoord' node and marked '[VS] Vertex TexCoord1' node as deprecated
  • Tweaked collision area on minimize/maximize buttons on lateral windows
  • Small optimization on 'Custom Expression' node
  • Added support for virtual texturing via Amplify Texture
  • Community Node additions
    • Jason Booth
      • Added 'Vertex To Fragment' node

v0.2.5 dev 002

  • Added 'Texture Object' node
  • Tweaked 'Texture Sample' node behavior to use the new 'Texture Object' node
  • Added Stencil Buffer support
  • Added Depth foldout with access to ZWrite, ZTest and Offset configuration
  • Added AMPLIFY_SHADER_EDITOR preprocessor directive
  • Fixed issue on not resetting instance variables counter on reset/load
  • Overall fixes on node UI and its adaptation when zooming out


v0.2.5 dev 001

  • Added Color Mask option on Master Node
  • Added access to additional UV sets on "Texture Sample" and "Texture Coordinates" nodes
  • Fixed issue when attempting to connect a wire to a locked port
  • Fixed issue with incorrectly adding '#pragma multi_compile_instancing' on non instanced property shaders
  • Minor tweak on palette foldout behavior


v0.2.4 dev 007

  • Fixed issue on wrong auto-snapping wires with invisible, locked ports
  • Fixed issue with version control on Master Node
  • Added Transmission input port on Master Node
  • Added 'Mip Mode' in 'Texture Sample' node
  • Property names can now be changed directly on node by double clicking on it
  • Properties can be reordered through drag and drop operations on the Master Node properties via the Available Properties foldout area
  • Min/Max values on 'Ranged Float' nodes can be modified directly on canvas

v0.2.4 dev 006 ( for internal reasons we had to skip dev 005 )

  • Fixes issues on 'Panner' node
  • Fixed issues with not correctly generating local variables according to port category
  • Tweaked behavior and fixed issues on the 'Texture Coordinate' node
  • Fixed issues on 'Texel Size' node
  • Fixed issues on 'Local Vertex Pos' node
  • Fixed issues with Burn Effect Sample
  • Removed positive number restriction from Master Node 'Queue Index' property
  • Custom Material Inspector can be selected/changed on Master Node
    • Done through the Custom Editor property
    • You can always reset to our own by hitting the Reset button next to hit
  • Updated Rim Light Sample to use the new Space option on the 'View Dir' node
  • Updated Parallax Sample to use the new Space option on the 'View Dir' node
  • Added 'Translucency' input port into Master Node
  • Added 'Dithering' node
  • Added Matcap Sample
  • Added Dithering Sample
  • Added Rendering Platforms selector on Master node
  • Added Water Sample on a small terrain in the Sample Scene

v0.2.4 dev 004

  • Fixed issues with wire shader
  • Fixed issues with 'Texture Coordinates' node
  • Removed warnings occurring on Unity v5.5
  • Fixed issue with 'Append' Node
  • Fixed issue with ASE Custom Material Inspector
  • Tweaked 'Local Vertex Pos' node to output differently if generating code for vertex or fragment ports

v0.2.4 dev 003

  • Added Texture Reference dropdown to 'Texture Coordinates' node
  • Added Render Path dropdown in Master Node
  • Tweaked 'View Dir' node so you're able to choose between getting the result in tangent or world space
  • Tweaked 'World Space Light Dir' to no longer use internal input port data when nothing is connected, instead worldPos is automaticaly fed into it
  • Added Unity version check for wires shader and fix compatibility issues
  • Added Normalize toggle into 'Screen Position' node
  • Community Node additions
    • Tobias Pott
      • Added 'Swizzle' node

v0.2.4 dev 002

  • Added 'Layered Blend' node
  • Added 'Weighted Blend' node
  • Added 'Texel Size' node
  • Merged '[VS] Vertex Color' and 'Vertex Color' nodes in order to avoid further confusions and marked the first one as deprecated
    • Node internally changes its output if it's writing to a vertex or fragment port
  • Added 'Surface Depth' node
  • Added 'Screen Depth' node
  • Fixed issue with property nodes uniform variables not taking selected precision into account

v0.2.4 dev 001

  • Added 'Parallax Mapping' node
  • Added 'Negate' node
  • Added Fake Window user sample
  • Added Parallax Mapping example with 4 iterations using the basic Parallax Mapping node

v0.2.3 dev 002

  • Added 'Custom Expression' node
  • Precision used is now the least between the one selected in the node and main one selected on the master node
  • 'Register Local Var' and 'Get Local Var' nodes can now be used on Master Node Vertex ports
  • Improved wires visuals
  • Fixed issue with local variables generation
  • Fixed issue with switching port internal data from float to int
  • Fixed cast issue with 'Remap' node
  • Added all the supported shader models into the Master Node dropdown
    • When creating a shader the default selected is now 2.5 to match Unity default
  • Community Node additions
    • The Four Headed Cat
      • Added 'Grayscale' node

v0.2.3 dev 001

  • New control points can be added to wires to better manipulate its shape
    • Double click a wire to create an additional control point
    • Control points are selected, moved and deleted similar to regular nodes
  • Fixed issue with box selection being active when dragging nodes with the 'Shift' key held down
  • Fixed issues with wire resources not being correctly released when ASE is shut down
  • Fixed issues with 'Pixel Normal World' and 'Vertex Normal World' nodes
  • Fixed issue with 'Multiply' node on Matrix/Vector multiplications
  • Fixed issue with 'Break To Components' node
  • Fixed issue with 'Component Mask' node
  • Fixed issue with wrong type propagation when replacing node connections
  • Fixed issue with instance references being lost on 'Texture Sample' and 'Screen Color' nodes
  • Tweaked 'Object to World' and 'World to Object' nodes to be more compile friendly
  • Added 'Model' matrix node
  • Added 'Relay' node
  • Added 'TriplanarObjectSpace' sample to Samples folder
  • Added precision selector for variables ( known issue: precision info is not being taken into account when auto local vars are created )
  • Community Node additions
    • The Four Headed Cat
      • Added 'Tau' node
    • Rea
      • Added 'Height Map Blend' node

v0.2.2 dev 001

  • Fixed issue with 'Mask Clip Value' not being correctly synced between material and shader
  • Added colored Debug Mode ... this is an experimental feature where each port and wire are colored according to its data type. Each color/type pair are not final
    • Hold 'P' key to enable debug mode and release it to disable it
    • Double hit 'P' key to toggle debug mode on. Double hit 'P' key again to disable it.
  • Added 'Matrix From Vectors' node
  • Fixed issue with 'Vertex Binormal World' node
  • Added 'Shader Model' dropdown on Master Node properties
  • Community Node additions
    • The Four Headed Cat
      • Fixed issues with 'Logical Operator' nodes

v0.2.1 dev 001

  • Fixed multiple issues importing current version on top of v0.1.0 dev 001

v0.2.0 dev 003

  • Mask Clip Value when used is registered as a Material Property

v0.2.0 dev 002

  • Improved duplicate code detection system
  • Slight improvement on save/update times ( important for Live Mode )
  • Fixed issue with 'Texture Sample' node incorrectly outputting a float4 when no texture assigned and on Normal mode
  • Fixed issue on not opening the correct shader from a material inspector if a new one is selected from its dropdown
  • Fixed issue with 'Length' node incorrectly changing its output type
  • Community Node additions
    • The Four Headed Cat
      • Flipbook UV Animation

v0.2.0 dev 001

  • Fixed issues with 'Get Local Var' node
    • Output port type is now correctly set to its reference type
    • Changed how references are saved so it won't be affected by order index re-ordering
  • Fixed issue with 'Power' node
  • Fixed issue with 'ATan2' node
  • Fixed issue with 'Cross' node
  • Community Node additions
    • The Four Headed Cat
      • Logical If
      • Pixelate
  • Community Samples additions
    • The Four Headed Cat
      • DissolveBurn
    • Mourelas Konstantinos
      • EnvironmentGradient

v0.1.5 dev 001

  • Community Node additions
    • The Four Headed Cat ( moved to a separate 'Logical Operators' category )
      • Compare With Range
      • Compare Not Equal
      • Compare Lower Equal
      • Compare Greater Equal
      • Compare Lower
      • Compare Greater
    • Kebrus
      • Vertex Tangent World
      • Vertex Binormal World
  • 'Register Local Var' node changes:
    • Is now independent from Master Node execution order and generates activation signals
    • Will always be executed even if not connected to Master Node
    • Fixed issue updating name string array when loading from file
    • Added order index to control their declaration order( lesser index declared first )
  • Fixed issue on port type change not propagating in certain nodes
  • Hitting Escape key will disable context palette menu if active
  • Fixed issue where right mouse clicking on certain port areas would delete their wire connection
  • Minor improvement on nodes performance

v0.1.4 dev 002

  • Dynamic type nodes now also reacting to input port disconnections
  • Updated TFHCRemap node from benderete

0.1.4 dev 001

  • Fixed issue with order index not being correctly read/written
  • Redone Refraction Shader according to rea suggestion
  • Register Local Var node now has a title style similar to Property Nodes with the local var name always visible
  • Added Get Local Var Node. It allows the user to use already registered local vars anywhere in the graph
  • Added Custom Node Remap ("TFHC - Remap") created by user benderete
  • Fixed issue on Texture Sample UV port not correctly casting to float2 when needed
  • Fixed issue with Texture Sample node not adapting layout when reference is in normal mode

v0.1.3 dev 003

  • Added RegisterLocalVar node. This is a node to improve shader readability in certain situations, as it forces the shader to create a local var containing its input value and always use that as output
  • Added Screen Color Texture Reference feature
  • Created Simple Refraction example ( Samples/SimpleRefraction )
  • Fixed issues with sampler instance resizing
  • Fixed issue with Fresnel node incident vector
  • Fixed issue with attemping connection removal on inexistent nodes ( bug affecting Append node )
  • Fixed issue with overwriting render type and queue values with Blend Mode default values on read from file

v0.1.3 dev 002

  • Fixed multiple issues with deleting a Texture Sample node being referenced by other nodes
  • Tweaked Texture Sample reference UI

v0.1.3 dev 001

  • Fixed issue when releasing mouse drag on menu areas not resetting auto*pan
  • Tweaked Shader Instancing UI
  • Fixed issue with material inspector crashing when updating a property with ASE window turned off
  • Fixed issue with custom UI skins not being correctly initialized under some conditions
  • Added Texture Reference feature
  • Added 'Simple Blur' example to demonstrate how Texture referencing works
  • Added small 'Made with Amplify Shader Editor' info as comment on generated shaders

v0.1.2 dev 003

  • Fixed issues with opening materials via inspector with no ASE window initialized

v0.1.2 dev 002

  • Added GPU Instancing ( see Samples/SimpleGPUInstancing example )
  • Added Screen Color node
  • Fixed issue on version testing
  • Tweaked Master Node icon
  • Added additional icon into top-left master node node indicating if gpu instancing is being used or not

v0.1.2 dev 001

  • Fixed typo on Texture Coordinate node
  • Added explicit control on Render Type and Queue. They will be automatically set when a Blend Mode is selected.
  • Added Fresnel node
  • Fixed Trigonometry typo
  • Improved local var generation on op nodes
  • Added FWidth node
  • Fixed issue with not immediately updating shader when hitting the Live Shader Mode button

v0.1.1 dev 001

  • Community Contribution from kebrus: Added Rotator node, rotates UV Coordinates/ Vector2 nodes
  • Fixed Vector2 Append Node bug
  • Fixed Int to Float cast issues
  • Added Shader title area on top canvas to forbidden node interaction area
  • Adjusted Auto-Pan behavior
  • Fixed issue with nodes infinite loop detection
  • Tweaked mouse detection inside main canvas
  • Fixed Queue Order typo when building shader
  • Improved notifications when impossible cast is requested
  • Added new VectorFromMatrix which gets a specific row or column from a 3x3 or 4x4 matrix
  • Automatically hiding Order Index on Uniform Property Type nodes
  • Simpler Searchable Node List also being called by hitting the space bar if focus is on main node canvas