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
- Fixed issue on shadow caster for legacy samples:
- 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
- Added new Variable Mode property into property nodes when their type are not Constant
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
- Fixed issue of properties not being properly ordered if their material property group wasn't open
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
- Added new custom lighting port and migrated the emission connection to this port
- 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
- Added Texture Array Creator tool
- 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'
- 'Bidirectional Parallax Mapping'
- 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
- Fixed issues with 'Toggle Switch' node
- 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
- Added two additional nodes to templates,'Template Vertex Data' and 'Template Fragment Data'
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
- 'Get Local Var' nodes now get highlighted in green when their referenced 'Register Local Var' node are selected
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
- Completely refactored and changed the graph and node rendering to use a semi-MVC model
- 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
- 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.
- Adding Call Mode into 'Custom Expression' node
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
- Texture Object type nodes no longer auto-set the 'Texture Sampler' Normal Map option
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'
- Added new nodes:
- 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'
- Added previews to nodes:
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
- 'Texture Array' node:
- 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
- Additional includes (.cginc) can now be used into an ASE shader via the Additional Includes sections on the Output node
- 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
- New Output node Rendering Options
- 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 Nodes: ( can only be used on this light model )
- Custom Lighting
- 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
- '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
- 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
- Fixed issue on unnecessary saves on Live mode
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
- Jason Booth
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
- Tobias Pott
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
- The Four Headed Cat
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
- The Four Headed Cat
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
- The Four Headed Cat
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
- The Four Headed Cat
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
- The Four Headed Cat
- Community Samples additions
- The Four Headed Cat
- DissolveBurn
- Mourelas Konstantinos
- EnvironmentGradient
- The Four Headed Cat
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
- The Four Headed Cat ( moved to a separate 'Logical Operators' category )
- '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