Unity Products:Amplify Shader Editor/Full Changes List
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v1.7.0 rev 00:
New Node: * Voronoi
Fixes: * Fixed issue on all templates not being available to choose over the Creates > Amplify Shader menu * Fixed issue on Unlit absolute mode * Fixed issue on both Lightweight templates absolute mode * Fixed issue on 'World Space View Dir' node preview * Fixed blinking window when 'Add'or 'Mul' nodes are dynamically changing their input ports * Fixed issue with detection loop function that was causing massive slow downs on node connection on big graphs * Fixed multiple issues with new Lit template * 'Face' and 'Switch By Face' now correctly work on the latest HDRP version * Fixed multiple issue on latest HD Lit template * Fixed issue when selecting shaders on Unity 2019.3 * Fixed incorrect local variable generation on multiple nodes over Standard Surface's Vertex ports
Improvements: * Improved editor performance by only refreshing when needed and only updating previews that are necessary to update * Texture array auto sorting on texture drop over Texture Array tool * Directives can now be written both before or after (via mouse drag ) to native directives detected on template * Added dropdown for custom editor in templates that contain the HD material inspector * 'Depth Fade' and 'Screen Depth' can now be used on vertex shader * Improved and optimized node search on context menu * Node developers can now associate tags to their nodes * Small improvement to shader function properties order when multiple shader functions are inside each other * Improved 'Noise Generator' node * Added new Gradient type * Added new option to auto set noise generator values to a 0-1 range * Added new scale input port to scale its Size input * Extended Port options versatility when declared on SubShader (API) * Shader Properties default values can now be set through the SetShaderProperty action (API) * Refactored templates paths
Deprecated: * Disabled ASE custom texture array inspector on Unity 2019 and above * Marked old templates as deprecated * These will be eliminated from the package on a future build
v1.6.9 rev 02:
New Template: * Re-designed a new Lit HDR template for SRP v6 and above * Compatible with Unity's default HD material inspector
Fixes: * Fixed division by zero issues on 'Blend Operations' node * Fixed VR stereo issue in Standard Surface custom shadow caster * Fixed issue with reorderable properties in shader function being stuck when two or more of the same SF was used inside another one * Fixed incorrect variable naming on certain operations over both 'Transform Position' and 'Transform Direction' nodes * Fixed issue on Input Port internal wrapper creating float3x3 with float4x4 contents * Minor tab fixing on Unlit template * Fixed issue on HD templates Auto-Importer * Fixed issue on not always capturing the template custom inspector correctly * Fixed compatibility issue with 'Diffusion Profile' node on Unity 2019.3
Improvements: * Added tag system to node search and improved how nodes are searched * Now words don't have to be in the same order of the name to match * Reactivated SRP Batcher compatibility * Each UnityPerMaterial Cbuffer set in pass now contains all declared property variables
v1.6.9 rev 01:
Improvements: * Adding support for HDRP v6xx over Unity 2019.2 * HDRP v5xx now set as legacy and moved into the SRP (Legacy) folder * LWRP templates remain the same between v5 and v6 * 'Swizzle' node is now non-destructive when connecting data with less info than selected options
v1.6.9 rev 00:
Fixes: * Fixed 'Component Mask' node preview
v1.6.8 rev 07:
New Nodes: * Gradient * Gradient Sample
Fixes: * Fixed nodes incorrectly moving when interacting with popup fields in recent Unity versions * Fixed issue on incorrect size for vertex normal data on LWRP Unlit template
Improvements: * Added Built-in Fog option to LWRP Unlit template
v1.6.8 rev 06:
Fixes: * Fixed issue on incorrectly selecting Shader Name textfield when opening an ASE shader * Fixed issues on incorrect uv coordinates size over 'Grab Screen Color' node * Fixed GPU instancing and vertex offset issues on all HDRP templates * Fixed parse issues when capturing structs inside templates (API) * Temporarily disabled SRP Batcher as it was not properly working
v1.6.8 rev 05:
Fixes: * 'Grab Screen Color' now prevents Unity macro inconsistent behavior between Unity versions
v1.6.8 rev 04:
Fixes: * Fixed issues regarding Diffusion Profile usage on HDRP
v1.6.8 rev 03:
Fixes: * 'Grab Screen Color' now prevents Unity macro inconsistent declaration ending between VR and non-VR compilation * Preventing compilation errors related to GPU Instancing on SRP
v1.6.8 rev 02:
Fixes: * Added missing stereo config on LW Unlit template * Fixed Blend Mode config on HD Lit template when choosing Opaque mode
v1.6.8 rev 01:
Fixes: * Fixed compilation issue with 'Grab Screen Color' node on VR * Fixed issue on Shadow Caster pass over HD Lit template v5.16.1 * 'Grab Screen Color' node now takes VR into account on LWRP
Improvements: * Share links now have permanent lifetime * Added new Depth Offset option into HD Lit template v5.16.1
v1.6.8 rev 00:
New features: * Added Share button that uploads select data to the cloud for easy sharing * Added Screenshot button that takes a screenshot of the whole graph and saves it to disk * For now this is a Windows only feature
Fixes: * Fixed issue on 'Toggle Switch' node registering a toggle drawer twice causing inspector warnings * Fixed issue on not always capturing the Fallback library on templates * Fixed both 'HSV to RBG' and 'RGB to HSV' node previews * Fixed issue on sometimes losing directives info on Shader Functions after being moved into a different path * Fixed issue on Shader Function being incorrectly loaded into a separate tab after being moved into a different path * Fixed issue on certain Pass Options only being applied to main pass Master Node
Improvements: * ASE now auto-imports SRP templates if they are installed via Package Manager * It will also import correct templates in case of user switches between versions * User still need to open the shaders and hit the Update button so they are compiled on the correct version * Improved canvas buttons to better represent their purpose * Improved PPS Template under Single Pass VR * Mosaic Effect PPS sample now fully works across VR * Set Port Name action can now be registered on Port options block(API)
v1.6.7 rev 06:
Fixes: * Fixed multiple issues on 'Custom Expression' node * Fixed layout issue when writing input names * Fixed issue on updating InOut/Out ports when reordering inputs * Fixed custom loading issue on void Output or Call mode when no inputs are declared * Fixed issue where user could set main output type as OBJECT type * Fixed incorrect text replacement on Call mode code * Fixed Custom Types not being correctly declared * Fixed compilation issues both on HD Lit and PBR when WRITE_MSAA_DEPTH directive is used * Possible fix on VR issue with Lightweight RP * Possible fix on issue with Unlit template when using Single Pass Stereo VR * Possible fix on issue with 'Grab Screen Color' node when using Single Pass Stereo VR
Improvements: * Added Variable Mode to 'Grab Screen Color' node * Added new Alpha port on 'Blend Operations' node to enable a more layered like behavior * Added support to SRP 5.16.1
v1.6.7 rev 05:
Fixes: * Fixed issue with alpha cutoff on both HD Lit 5.7.2 and 5.13 templates
Improvements: * Added new template option functionality to copy properties from sub shader module (API)
v1.6.7 rev 04:
Fixes: * Fixed issue on not taking variables declared on template into account when registering instanced variables
v1.6.7 rev 03:
Fixes: * Fixed issue on 'Static Switch' node when setting default value on Enum type * Fixed issue on 'Triplanar Sampler' node incorrectly activating mid and bottom index ports * Fixed normal map unpacking issues with Lightweight RP over mobile
Improvements: * Adding INTERNALTESSPOS into template semantics to prevent user issues
v1.6.7 rev 02:
Fixes: * Fixed exposure issue on both diffuse and specular components over HDRP templates
New Templates: * Adding specific templates for legacy HDRP v5.7.2
v1.6.7 rev 01:
Fixes: * Changed how depth fetch is done to prevent issues on single pass vr * Tweaked 'World Position' node preview shader to prevent issues over PS4 * Fixed issue on 'World to Object' node when used on templates * Fixed 'Custom Expression' node issue with Auto-Register on shader functions
Improvements: * Post-Processing Tool now works under a InvariantCulture to be region independent * 'Static Switch' node now supports both shader_feature_local and multi_compile_local * Only available on Unity 2019.1 and above * Activate the Is Local toggle over the node properties
v1.6.7 rev 00:
New Sample: * Volumetric Pixelize by Raphael Ernaelsten
New Nodes: * Diffusion Profile * Packed inside HDSRPTemplates.unitypackage * To be used on Unity 2019 with HDRP 5.13 * Baked GI
Improvements: * 'Grab Screen Color' node now works on both HDRP 4.x.x and 5.x.x * Added new Is Variable toggle on 'Custom Expression' node
Fixes: * Fixed possible null pointer access when losing focus on a ASE window * 'Texture Sample' and 'Texture Coordinates' nodes no longer breaks GPU Instancing/SRP Batcher
v1.6.6 rev 00:
Improvements: * Added support for both Lightweight and HD SRP v5.13.0 on Unity 2019 * Templates for SRP v4.x.x on Unity 2018.3 are still accessible through packages * HDSRPTemplates 4xx (Legacy) * LWSRPTemplates 4xx (Legacy) * Updated 'Triplanar Sample' node to include a new position port * Also updated TriplanarProjection sample to include this node usage
Fixes: * Fixed issue with using vertex tangent data over SRP templates
v1.6.5 rev 00:
- Fixes:
* Fixed issue on interpolator usage on template based shaders when current shader model max amount is reached
v1.6.4 rev 03:
- Improvements:
* Improved Post-Processing Tool behavior * Removed dependencies on Unity's Post-Processing Stack libs to prevent compilation issues * Added new 'Allow In Scene View' option
v1.6.4 rev 02:
- Fixes:
* Added missing ase_pragma tag over PPS template
v1.6.4 rev 01:
- Fixes:
* Fixed issue with using 'Indirect Diffuse Light' node with Lightweight PBR template
v1.6.4 rev 00:
- Fixes:
* 'Indirect Diffuse Light' node now works on the HD SRP templates * Fixed memory leak on closing ASE windows * Fixed port define issue with linked ports over template options (API) * Fixed loading issue on 'Reconstruct World Position From Depth' shader function
v1.6.3 rev 09:
- Fixes:
* Added missing ase_frag_input tag on Lightweight Unlit SRP template * Fixed compiler issues when using 'Face' and 'Switch by Face' nodes on Vertex Ports
- Improvements:
* Minor tweak on Simple GPU Instancing sample for GPU Instancing behavior to be more evident
v1.6.3 rev 08:
- Improvements:
* Standard Surface custom ASE shadow caster can now be turned off * Toggle on new 'Use Default Shadowcaster' option over Rendering Options group
- Fixes:
* Nodes 'Face' and 'Switch by Face' now properly work over the HD Unlit template * Fixed issue on missing ase_frag_input tags over HD Unlit * Template Port Options can now be properly registered over SubShader (API)
v1.6.3 rev 07:
- Fixes:
* Removed unnecessary code being used when on Custom Lighting * Fixed 'Light Color' node not being correctly reset when on subtractive lightmaps * Removed gi.light.color usage from Blinn Phong Light shader function as it was a temporary fix for the above
v1.6.3 rev 06:
- Fixes:
* Fixed issues on 'Light Attenuation' node over Lightweight SRP * Removed incorrect N.L contribution * Fixed issue on duplicate variables when using multiple nodes
v1.6.3 rev 05:
- New Sample:
* SRP HD Omni Decal
- Fixes:
* 'Indirect Diffuse Light', 'Indirect Specular Light' and 'Light Attenuation' now works on Lightweight SRP * Fixed issue on 'Screen Position' node previewer when on Screen Mode * Fixed 'Screen Depth' node issue over Particle Alpha Blended template
- Improvements:
* 'Static Switch' nodes now have a Reference mode * Can use other nodes as reference, similar to 'Texture Sample' node * Minor cleanup on 'Reconstruct World Position From Depth' shader function * Can set shader functions as hidden so it wont show on context menu * Activate Hidden toggle over shader function General options
v1.6.3 rev 04:
- Fixes:
* Minor fix on Screen Space Detail sample * Fixed issue on instanced surface terrains not being able to be picked/selected * Fixed issue with lightmaps and instanced standard surface terrains * Fixed issue with 'Four Splats First Pass Terrain' shader function on default templates * Fixed issue with duplicate local variables on 'Texture Coordinates' * Fixed issue on duplicate ST variable when using Particle Texture Parameter over Particles template
- Improvements:
* 'Switch By Pipeline' node now takes default template and surface into account * UsePasses can be directly registered by nodes on data collector(API) * ASE Custom Shader Inspector now also shows SRP Batcher compatibility status
v1.6.3 rev 03:
- Fixes:
* Fixed issues with Custom Lighting on Subtractive Lighting Mode * Fixed issue on Diffusion Profile Id not being correctly written when Transmission is activated on HD Lit template
v1.6.3 rev 02:
- Fixes:
* Fixed issue with Mosaic Effect PPS sample not opening correctly on Unity 2018.1 and 2018.2 * Fixed issue on Multi Pass Distortion sample not taking skybox into account
- Improvements:
* User can now specify sub-shader tags * Moved RenderType tag to sub-shader level
v1.6.3 rev 01:
- Fixes:
* Fixed issue on screen position calculation across all templates * Fixed issue with 'Parallax Occlusion Mapping' node
- Improvements:
* Minor tweak on Post-Processing Stack template
v1.6.3 rev 00:
- Fixes:
* Fixed multiple issues with 'Triplanar Sample' node over SRP
v1.6.2 rev 11:
- Fixes:
* Fixed issue on ST registry at 'Parallax Occlusion Mapping' node not taking SRP name convention into account * 'Reconstruct World Position From Depth' shader function now compatible with HDRP * Fixed crash caused by the 'Outline' node when attempting to be used on nested shader functions * Fixed issues with 'Screen Position', 'Depth Fade' and 'Screen Depth' nodes on PPS template
v1.6.2 rev 10:
- New Template:
* PostProcessStack * Post-Processing shader based on Unity provided example
- New Sample:
* Mosaic Effect PPS
- New Tool:
* Post-Processing Stack Tool * Generates a cs script with a PPS Renderer and Settings from a given shader
- New Shader Function:
* Decoding Directional Lightmap
- Improvements:
* Added inline property for Alpha to Coverage option on Standard Surface Shader Type
- Fixes:
* Fixed 'Triplanar Sample' and 'Parallax Occlusion Mapping' nodes issues with texture arrays on SRP * Fixed crash caused by the 'Outline' node when attempting to be used on templates * This node is specific to Standard Surface Shader Type * Fixed issue with using Lightweight PBR legacy template
v1.6.2 rev 08/09:
- Fixes:
* Fixed issue with depth texture fetching on Lightweight SRP
v1.6.2 rev 07:
- Fixes:
* Fixed issue on template asset post processor
v1.6.2 rev 06:
- Improvements:
* Updated Decals code and removed warnings from HD Lit template * Improved behavior when loading outdated meta from shaders using modified templates * Added No Scale and Offset attribute to 'Texture Array' node
- Fixes:
* Fixed instancing issues over HD Lit template
v1.6.2 rev 05:
- New Shader Function:
* Blinn Phong Light Wrap
- Fixes:
* Fixed issue with null pointer exception when hacking selection on dynamic ports * Input ports which appear on p.e. 'Add' and 'Multiply' nodes when dragging wires * Fixed shadow issues on HD PBR samples * Fixed 'Billboard' node issues on HD SRP * Fixed D3D11 internal compiler error on Android + VR over multiple templates * Fixed issue with Depth Texture declaration on particles template over Android + VR * Fixed issue with local var declaration of custom types on 'Custom Expression' node * Fixed issue with 'Object To World','World To Object' and 'Transform Position' nodes
- Improvements:
* Added the action of (de)activating ZWrite when Surface type is selected on HD Lit template * Added the action of selecting correct Blend RGB when Surface Type is selected on HD Lit template * Improved failsafe to when template creators changes order on passes, removes or add new ones * Depth Texture now being declared with Unity's own macro on Unity 5.6 and above to prevent issues * Updated HD templates and samples to v.4.9.0 * Users can still use v4.8.0 although template shaders will present an error * Final compiled shader will have error removed * Added Refraction's Chromatic Aberration as an Inline Property on Standard Surface * Located on Blend Mode menu, bellow Refraction Layer option * Only shows when Refraction port is connected * 'DecodeLightmap' now working on latest SRP templates * 'Fetch Lightmap Value' shader function now takes SRP into account
v1.6.2 rev 04:
- Fixes:
* Fixed World To Object and Object To World operations on Lightweight SRP
- Improvements:
* Added support for Terrain instancing over Unity 2018.3 * Correctly handling when user wants to disable main output node * Minor tweaks over SRP templates global tags to be able to properly inject code dependent on vertex data
v1.6.2 rev 03:
- Fixes:
* Fixed issue on HD Lit Motion Vector's pass * Fixed issue with Default UI template when used on Sprite Renderers
- Improvements:
* SRP templates no longer have CBuffer block pre-written * Instanced Properties now correctly declare CBlocks * Added new Receive Shadows option into Lightweight templates to correctly handle shadows
v1.6.2 rev 02:
- New Node:
* Instance Id
- Fixes:
* Fixed issue on not being able to have multiple property nodes fetching the same variable * Fixed version issue on both HD and LW samples
- Improvements:
* Removed hard cap on interpolator usage on templates * Message is thrown to the user if maximum allowed by shader model is reached
v1.6.2 rev 01:
- New Template:
* HD Lit
- New Sample:
* SRP HD Lit Refraction
- Improvements:
* Can add options on template which lets users change its behavior when using it on ASE * Added Vertex Position option into Unlit and SRP templates * Specified value on Vertex input port can now be either a relative value or an absolute one * Passes can now be excluded from final shader through Available Passes menu over SubShader Properties
- Fixes:
* Fixed issues with Lightweight PBR Shadow Caster on WebGL and Android
v1.6.2 rev 00 / v1.6.1 rev 05:
- New Template:
* Unlit Lightmap
- New Sample:
* Unlit With Lightmap
- Fixes:
* Fixed issue on 'Depth Fade' node with custom Vertex Positions * Fixed issue with using the X,Y,Z,W output ports on 'Object To World' node
v1.6.1 rev 04:
- New Node:
* Linear Depth * Converts values given on logarithmic space to linear
- Improvements:
* Minor improvement on nodes loading time when initializing ASE
- Fixes:
* Fixed local variable duplicate issue when using 'Depth Fade' and 'Screen Position' nodes * Fixed serialization issue with Additional Use Passes and Fallback data when going into play mode * Fixed HDRP issues on Motion Vectors pass * Fixed issue with uniform keyword usage inside cbuffers (SRP templates) over PS4 * Fixed issue with 'Common Transform Matrices' node over SRP templates * Fixed object to world/world to object space transform on transform nodes over HD templates * 'Transform Position', 'Object To World' and 'World To Object' nodes * They now take SHADEROPTIONS_CAMERA_RELATIVE_RENDERING keyword into account * Fixed issue with 'Pixelate UV' node when used over vertex functions * Fixed foldout issue between Additional Surface Options and Custom SubShader Tags on Surface node properties
v1.6.1 rev 03:
- New Shader Functions:
* Terrain Wind Value * Terrain Wind Animate Vertex * Updated Simple Terrain sample to use this shader function
- Improvements:
* Updated HDRP PBR template to v4.6.0 * Added Alpha To Coverage/Alpha To Mask option into templates * Set under the Blend Mode area
- Fixes:
* Fixed issue on Emission color being added over Forward Add pass when using 'Standard Surface Light' node
v1.6.1 rev 02:
- Fixes:
* Fixed issue with reordering material properties for Translucency and Refraction port's properties * Fixed issue with 'Texture Sample' node when referencing an unconnected node
v1.6.1 rev 01:
- Improvements:
* Updated HDRP templates to v4.3.0 * 'Vertex Tangent' node now has Size option * Added access to all 8 UV sets on Surface shaders * Re-added 'Clip' node * First Input Port acts as a relay * Clip uses difference between Alpha and Threshold ( Alpha - Threshold )
- Fixes:
* Fixed issue with late directives being injected on globals tag when functions area is available * Affected usage of 'World Space Light' nodes on HDRP templates * Fixed division by 0 issue on 'Triplanar Sample' node * Fixed incorrect directional light vector usage on HDRP templates
v1.6.1 rev 00:
- Fixes:
* Excluding Primitive ID source code from MacOS
v1.6.0 rev 00:
- Improvements:
* Updated SRP templates to v4.2.0
- Fixes:
* Fixed issue on GBuffer pass over HD PBR template * Fixed alpha clip issues on Legacy HD PBR template
v1.5.9 rev 02:
- New Nodes:
* Vertex Id * Primitive ID
- New Shader Functions:
* Perturb Normal HQ * Prepare Perturb Normal HQ
- Improvements:
* Matrix type nodes can now be GPU instanced
- Fixes:
* Fixed issue with 'Fresnel' node with Tangent Normal vectors on Surface shaders * Fixed issues on Motion Vector pass on both 3.x.x. and 4.x.x templates * Fixed issue with world pos generation on HD 4.x.x
v1.5.9 rev 01:
- Improvements:
* Added Auto Gamma to Linear option into 'Color' nodes when set to Constant * Added access to all 8 uv channels on 'Texture Coordinates' and 'Vertex TexCoord' nodes * Only for 2018.2 and above
- Fixes:
* Fixed 'Gamma To Linear' and 'Linear To Gamma' compiler errors on SRP v.4.x.x
v1.5.9 rev 00:
- Fixes:
* 'Grab Screen Color' node now also working on Lightweight SRP v3.x.x * Fixed possible issue with Shader Function creation callback not being inside AmplifyShaderEditor namespace
v1.5.8 rev 03:
- Fixes:
* Fixed multiple issues in both PBR and Unlit templates for HD SRP v4.x.x * Fixed issue over clip space transforms on HD SRP * Fixed issue on sampling depth buffer on HD SRP
v1.5.8 rev 02:
- Improvements:
* Multiple improvements over 'Global Array' node * Added support for jagged arrays * Added Auto-Register toggle * Can reference other nodes through new Mode dropdown ( similar to 'Grab Screen Color' node )
- Fixes:
* Fixed memory leak over 'Template Local Var' node * Fixed HD templates issues over new HD 4.1.0
v1.5.8 rev 01:
- Fixes:
* Fixed issue on Live Mode writing on non ase shaders when loaded into canvas * Fixed issue on MacOS with scroll bar over Texture Array Creator tool * Fixed issue on MacOS with 'Function Input' node generated default Sampler 2D value
- New Shader Function:
* Substance Blend Metallic
- Improvements:
* 'Grab Screen Color' node is now supported on LW SRP * Uses the new _CameraOpaqueTexture which must be requested on the pipeline asset * Must toggle on the Opaque Texture option over its General foldout * Added Clip and Tangent spaces into 'Transform Direction' node * Added Tangent space into 'Transform Position' node
v1.5.8 rev 00:
- New Sample:
* Substance 2018
- Fixes:
* Fixed canvas crash when loading shaders with missing templates * Fixed issue on UV Coords creation over 'Substance Sample' Node * Fixed issue with loosing Substance reference on 'Substance Sample' node when applying new changes on it * Only happened on Unity 2018 with Substance in Unity plugin * Fixed issue on nested instanced properties over shader functions not being taken into account
- Improvements:
* Upgraded Lightweight and HD templates to v5.0.0 * Maintained templates for v.3.x.x under the packages HDSRPTemplates (Legacy) and LWSRPTemplates (Legacy)
v1.5.7 rev 02:
- Fixes:
* Fixed issues on 'Static Switch' node * Property Name wasn't available in all options * Keys on Keyword Enum over Fetch Mode were being automatically upper cased * Fixed issue on 'Get Local Var' node not propagating node data correctly after being loaded
v1.5.7 rev 01:
- New Templates:
* Custom RT Init * Packed inside AmplifyShaderEditor > Plugins > EditorResources > Templates > CustomRTTemplates * Custom RT Update * Packed inside AmplifyShaderEditor > Plugins > EditorResources > Templates > CustomRTTemplates
- New Sample:
* Custom Render Texture Rain * Packed inside AmplifyShaderEditor > Examples > Custom RT Samples * Needs both Custom RT Init and Custom RT Update templates to be imported into project
- Fixes:
* Fixed issue on Queue Offset incorrect writing over templates * Fixed issue on templates not recognizing uint * Fixed minor issue over Directives UI * Fixed Shadow Coord macro registry differences between Unity 5.5 and above
- Improvements:
* Added Substance Plugin integration over ASE for Unity 2018 and above * Added Mirror option into 'Depth Fade' node * Enabled by default, which was older behavior * If toggled on, sets an abs operation over the final value * Custom Render Textures can now be used/dragged over ASE * Can Pan and Zoom ASE canvas camera through keyboard directional keys * Up/Down/Left/Right Arrow keys pan camera * Alt+Up/Alt+Down/Alt+Left/Alt+Right Arrow keys zoom camera
v1.5.7 rev 00:
- Fixes:
* Fixed issue with using FACE type nodes over both Lightweight and HD Unlit templates * Fixed issue regarding 'Lerp' node's Alpha input port always loading as a Float type * Fixed minor issue on 'Function Subtitle' node tooltip * Fixed minor issue on 'Posterize' node * Power variable should not be shown on property window if its input port is connected * Fixed minor issue with auto-spacing over shader function names
v1.5.6 rev 08:
- Fixes:
* Fixed Queue Offset not being correctly set when loading certain template based shaders * Fixed HSV nodes previews * Fixed multiple issues with Directives over shaders functions * Fixed issue on nodes not being correctly set up over template's invisible passes with linked ports
- Improvements:
* Directives in Include mode now fully support cgincs and hlsl files to be dragged into them * Similar behavior of inline properties, click on button right next to Include textfield to activate object drop UI * Adding GPU Instancing support to Unlit template * Adding new Vertex Position port into 'Depth Fade' node * Adding new Saturate option into 'Depth Fade' node * Can now set precision to each 'Custom Expression' node items individually
v1.5.6 rev 07:
- Fixes:
* Fixed duplicated events registry when loading graphs * Fixed incorrect instanced variables reset over shader functions
v1.5.6 rev 06:
- Fixes:
* Out variables on 'Custom Expression' node no longer appears as inputs * Fixed issue on not updating output port names correctly over 'Custom Expression' node * Fixed issue on properties with Header(...) not being written on shader * Fixed incorrect read/write on MRT Blend Mode and Op over template based shaders * Fixed possible infinite loops caused by 'Register/Get Local Var' nodes * Fixed Shader Type dropdown items not updating names correctly according to changes on template * Fixed issue on adding multiple ASE tabs on Unity 2018.3 * Fixed WebGL error over 2018.3b * Fixed 'Parallax Offset' node issues when used on Lightweight and HD SRP templates * Fixed dynamically created outputs over shader function not being correctly set after hot code reload
- Improvements:
* Property Name and Values get its label clamped when too big * Full original name and value is shown over its node tooltip * Hidden tag on template shader names no longer created a category called Hidden * Adding new ase_funcs tag functionality to determine where function code should be injected * If not specified, functions are grouped with global variables as before * Improved template reloading after being manually edited
v1.5.6 rev 05:
- Fixes:
* Fixed 'Smoothstep' node code generation issue * Fixed ASE item grouping issue on Create menu over Unity 2017 and above
v1.5.6 rev 04:
- Fixes:
* Fixed shortcut manager to take 2018.3 new event behavior into account
v1.5.6 rev 03:
- Fixes:
* Fixed several shader functions issues * Fixed Undo issue when using directives textfields * Fixed issue of null references being set on directives list when loaded * Fixed directives not being correctly written on shader * Fixed incorrect Refraction port activation issue on Standard Surface Custom Lighting * Fixed issue on Property nodes with Auto-Register toggled on not being registered * Fixed cascaded shadows issue on HD PBR template
- Improvements:
* Minor update on 'Smoothstep' node ports behavior * Added preview to 'Swizzle' node
v1.5.6 rev 02
- Fixes:
* Fixed issue on multi-pass templates not getting correct interpolator count from subshader info * Fixed issue on Depth Offset template option auto enabling after hot code reload
- Improvements:
* Using current world position and world view direction when getting indirect specular light values on templates
v1.5.6 rev 01
- Fixes:
* Fixed issue with global variables on Property type nodes being ignored by Auto-Register toggle * Fixed Native Directives capture issue over templates * Fixed issues on adding duplicate directives if they are already natively on the template * Fixed compilation errors from Gamma/Linear nodes on SRP templates * Fixed ArgumentOutOfRangeException over file path on new shader creation * Fixed issues over Motion Vector pass on HD PBR template * Fixed issue on 'Light Color' node with HD templates * Fixed issue on 'World Space Light Dir' node with HD templates * Fixed issue on 'Object Space Light Dir' node with HD templates
- Improvements:
* Added support for Variable Mode over Texture Objects type nodes * Adding UI Widget helper for setting Render Type and Queue for templates * On SubShader Tags group, Value UI changes as soon as user writes RenderType or Queue on the Name textfield
v1.5.6 rev 00
- New Samples:
* SRP Lightweight Terrain * Multi Pass Distortion
- New Node:
* Switch by Pipeline * Shader function specific node to choose different paths according to current pipeline
- New Shader Function:
* Fetch HD Color Pyramid
- Fixes:
* Fixed world position issues over HD PBR Template * Fixed transparent issues over HD PBR template * Prevented WorldNormalVector macro to confuse lerp operations * Fixed issue on created shaders being placed in incorrect folders when on two column node * Fixed issue on property registering over multi-pass shaders
- Improvements:
* Custom Options can now be added directly over templates * Adding Final Color x Alpha custom option into LW PBR * If toggled on multiples fragment final color by its alpha * Apply Fog on LW PBR takes Add Pass directive into account * Adding SRP support to Four Splats First Pass Terrain shader function * Material Global lIllumination flags for emission can now be modified over Surface Rendering Options * Activated Variable mode into 'Texture Sample' nodes
v1.5.5 rev 01
- Fixes:
* Fixed issue over incorrect name registration over 'Register Local Var' on pasting into another shader * Fixed issue on reading shaders using old shader functions with deprecated nodes * Fixed 'World Pos' node issue on HD SRP template * Fixed issue on 'World Normal' node when used in 'Lerp' node
- Improvements:
* 'Register/Get Local Var' nodes maintain connections even if copied to another shader
v1.5.5 rev 00
- New Node:
* Diffuse And Specular From Metallic
- Fixes:
* Fixed issues on graph not being updated with material changes on inspector if tab is opened but not selected * Preventing Culture difference issues on material copy-paste * Fixed issue on all modules template tag conflict with existing shader model definition * Fixed HD issue on 'World Position' node * Fixed issue on losing name when copy-pasting property nodes between shaders * Fixed issue on resetting custom inspector to ASE default when loading or hot code reloading shader with its textfield empty * Fixed issue on not setting importer correctly on 'Texture Sample' node when setting a normal map type texture from inspector
- Improvements:
* Properties on invisible passes can now be synced with main pass over templates
v1.5.4 dev 10:
- New Sample:
* SRP HD Material Types * Please notice that for SSS to work properly, a Diffusion profile must be attached to the HD pipeline asset * We already supply one over the sample folder ( Diffusion Profile Settings )
- Fixes:
* Fixed UX issue with Auto-Register/Set Unique flags on 'Custom Expression' node * Fixed issue with cascade shadows over Lightweight template
- Improvements:
* Added Material Types selector into HD template * Subsurface Scattering * Standard (Metallic) * Specular * Anisotropy * Iridescence * Translucent
v1.5.4 dev 09:
- Fixes:
* Fixed Grab Pass issue with 'Outline' node * Fixed PreviewRenderUtility leak over shader and material inspector on 2018.2 * Fixed issue with 'PI' node over HD SRP
- Improvements:
* Minor improvement over shader save time
v1.5.4 dev 08:
- Fixes:
* Fixed issue on 'Component Mask' node generating compilation errors inside shader functions with auto-cast inputs * Fixed issue on loop unroll error over 'Parallax Occlusion Mapping' node * Fixed issue on crashing ASE when loading a shader or shader function with a missing shader function reference * Adding error message when loading a shader or shader function with missing shader functions
- Improvements:
* Added support to Vertex Normal modification on both Unlit and PBR HD templates * Adding 'Global Array' variable name info directly on node
v1.5.4 dev 07:
- New Templates:
* HD PBR * HD Unlit
- Fixes:
* Fixed issue on incorrectly capturing module tags * Fixed issues with 'Flipbook UV Animation' node * Fixed multiple issues with Directives usage under shader functions with templates * Fixed issue on 'Custom Expression' node loading on Call mode * Fixed issue on unpacking normals with scale on templates over multiple nodes * Changing tessellation on Procedural Wall sample shader from edge to distanced based to prevent metal issues on Mac
v1.5.4 dev 06:
- Fixes:
* Fixed issue on 'Toggle Switch' node not taking Custom Attributes into account * Fixed out of bounds exception over 'Static Switch' node * Fixed issue on templates port linking behavior * Fixed issues on 'Texture Array', 'Triplanar Sample' and 'Unpack Scale Normal' nodes on Lightweight SRP * Fixed issue on shader function directives not being written on template based shaders * Fixed serialization issue on saving/loading shader function directives * Fixed issue with using 'Texture Array' node inside shader functions * Fixed shader compilation errors on'Parallax Occlusion Mapping' * Now it does not generate code if no 'Texture Object' node is connected to it * Fixed issue on 'Grab Screen Color' node not updating reference list correctly when copy/pasted * Fixed issue with Undo'ing a 'Grab Screen Color' node on reference mode
- Improvements:
* Min and Max Samples options on 'Parallax Occlusion Mapping' node are now inline options
v1.5.4 dev 05:
- Fixes:
* Fixed issue with Vector and Matrix UI spacing on 'Custom Expression' node * Fixed issue on functions being generated twice over a 'Custom Expression' node when auto register and connection are both on * Fixed Blend Op issues with OFF state
- Improvements:
* Can now use a custom screen position into 'Dither' node * Added Normalize option into 'Compute Screen Pos' node
v1.5.4 dev 04:
- Fixes:
* Fixed issue on resetting material's Render Queue setting when compiling the shader in Material mode * Fixed issue on Blend Op menu not showing when loading a template based shader
- Improvements:
* Re-adding DX11 specific Blend Ops into its respective dropdowns * 'Custom Expression' node items are now reorderable * 'Custom Expression' node can now register dependencies to other ones * Can now better control function register order on final shader
v1.5.4 dev 02/dev 03:
- New Shader Function:
* Color Mask
- Fixes:
* Fixed issue on template Unlit SRP generating an error when creating a Color or MainTex named property * Fixed issue on both 'Surface Depth' and 'Camera Depth Fade' nodes when inputting a custom vertex position * Stencil module on Pass now uses SubShader Cull mode if it's not specified on it * Important since Cull determines if separate stencil ops are show for each face * Fixed issue with Fallback shader selector not updating if its textfield is focused * Fixed issue on Grab Pass only being registered on first pass when on multi-pass templates
- Improvements:
* Added auto register option into 'Grab Screen Color' node * Adding UsePass support * New Additional Use Passes section on both Surface and Template output nodes * Can add UsePass before or after Surface code via a Location dropdown * On Templates the Below location is still under development and its not available
v1.5.4 dev 01:
- New Shader Function:
* Fetch Lightmap Value
- Improvements:
* Simple Terrain sample now support more than four splats
- Fixes:
* Fixed issue on Node Palette reading incorrect maximized value when opening ASE window
v1.5.3 dev 12:
- Fixes:
* Fixed null pointer exception with texture arrays over shader functions * Fixed memory leak on shader functions destruction
- Improvements:
* Improved templates loading behavior after hot code reload * Replaced individual lists for pragmas, defines and includes by a single reorderable list * Now user select what each line represents via a dropdown * Additional surface options can now be added via the Additional Surface Options tab on the Output node * Added custom type for 'Custom Expression' node data type specification
v1.5.3 dev 11:
- Fixes:
* Fixed issue on not correctly cleaning Undo stack when changing master node * Fixed multiple issues with safe normalize operation over world light dir and view dir * Fixed world light dir issues over Lightweight SRP * Fixed GPU instancing compile issues on Lightweight SRP * Fixed issue on Includes/Pragmas/Defines UI not showing when no other modules over a template
- Improvements:
* Optimizing property block allocation for instanced variables to have less internal padding involved * Added custom attributes to 'Toggle Switch' node * Added toggle to 'Matrix from Vector' node use each input as column
v1.5.3 dev 10:
- Fixes:
* Fixed issue with being able to duplicate output nodes on templates * Fixed issue on foldout flag values being shared between multiple ASE tabs
- Improvements:
* 'Get Local Var' port is locked until a valid reference is set to prevent incorrect connections * Updated About image and added Manual link on Amplify Shader Editor menu group * Adding unique id duplicate prevention over shader load * Added support for stencil operations on Lightweight templates
v1.5.3 dev 09:
- New Shader Functions:
* Lerp White To * Detail Albedo
- Fixes:
* Fixed API library excluding tool for custom nodes
- Improvements:
* Template creators can now register all modules * Simply add the /*ase_all_modules*/ either on the Pass or SubShader body * Templates now support Fallback definition on shader * Templates now support Dependencies definition on shader
v1.5.3 dev 08:
- Fixes:
* Fixed Instance ID issue over Lightweight SRP template
- Improvements:
* Added API option to remove includes on data collector * Stencil can now be toggled off on templates which have it
v1.5.3 dev 07:
- New Sample:
* Projectors * Exemplify Unity Projectors usage under ASE
- Improvements:
* Improved Texture Array Tool * Now also creates Texture3D by hitting the Texture 3D toggle * Can drag and drop multiple textures into tool * Can drag and drop a folder and it will include all its nested textures * Added Clear button to remove all textures from Texture List ( UI still work in progress ) * 'Parallax Occlusion Mapping' node now also supports Texture 3D * Replaced the Texture Array toggle by a Texture Type dropdown * User must explicitly set the current 3D texture slice via the Tex3D Slice input port * Removed Fixed precision type since it's no longer available on Unity 2018 * Updated Lightweight PBR template to v1.1.8 * Re-factored Templates location and names * New and more flexible templates will be gradually added to replace legacy ones * A cleaner Unlit template shader was already added on this build
- Fixes:
* Fixed issue on using depth operations on particle template * Fixed sometimes light attenuation not showing up correctly * Fixed allowing to open unity built-in shaders on ASE * Fixed issue on using incorrect port value on 'Refract' node * Fixed issue on Texture Object type nodes loosing texture type after load
v1.5.3 dev 06:
- New Sample:
* XRay * Object has different drawing behavior in front and behind a wall * Wall pattern is procedurally generated
- Improvements:
* Template internal properties can be used as inline properties on modules * Modules can now read inline properties from the template original source * Unreadable data message is no longer shown on node properties * Added more options to 'Fresnel' node * Now supports custom view vector * Preventing cast warning with object to clip internal function usage when building shader code for Lightweight SRP * Added new icons for inline properties to the Unity personal skin to make them easier to spot * Updated Lightweight SRP templates * Cull Mode now shared across base, shadow and depth pass * Added new Normal input port
- Fixes:
* Fixed issue over templates on not assuming inline properties when loading/saving Cull Mode module * Fixed incorrect cast and type assignment on connections between 'Texture Object' and 'Texture Sample' nodes * Fixed issue on deleting outputs on shader functions and later opening the shaders that use it * Fixed issues on Vertex Offset port on Lightweight PBR template * Fixed issue on not correctly loading 'Rotate About Axis' node from old shaders * Fixed issue on header not showing with texture properties with the NoScaleOffset attribute
v1.5.3 dev 05:
- Fixes:
* Fixed world normal issues over 'Outline' node * Fixed issues on reading/writing cull mode on templates meta * Fixed issue on capturing includes over templates * Fixed issue on Specular workflow over Lightweight PBR template
- Improvements:
* Cull Mode can now be modified over outline node
v1.5.3 dev 04:
- New nodes:
* Transform Position * Transform Direction
- Improvements:
* Added inline property support over templates modules * Also added inline property support over Depth Offset values in both template and standard surface * Minor tweak over 'Clamp' node * Internal max value defaulted to 1 * Adding additional modules into Lightweight templates * Enabling ZTest over Particles Alpha Blended template
- Fixes:
* Fixed issue on Lightweight PBR template over tangents on objects with non-uniform scales * Fixed issue on Lightweight PBR not receiving real time shadows * Fixed issue on Lightweight Unlit template available interpolators * Fixed issue on Lightweight Unlit template not showing correctly on dropdown menu * Fixed issue on tab titles not being correctly written on shader mode over templates * Fixed issue on property names incorrectly appearing over inline properties * Fixed issue with copy/pasting 'Append' nodes * Fixed issue on 'Global Array' node loading from older shaders
v1.5.3 dev 03:
- New Template:
* Lightweight Unlit * Renamed already existing SRP Template to Lightweight PBR
- New Sample:
* SRP Lightweight 2D Fractal
- Fixes:
* Fixed issue with 'Parallax Occlusion Mapping' node over Lightweight templates * Fixed Safe Normalize issues with 'View Dir' node on templates
- Improvements:
* Added Auto-Register option into 'Static Switch' node * Minor improvement over 'Parallax Occlusion Mapping' node generated code to avoid duplicate calculations
v1.5.3 dev 02:
- Fixes:
* Fixed infinite loop via context menu issue
- Improvements:
* Added support for Specular workflow into Lightweight SRP template * Use either the new Specular port or the already existing Metallic port to choose which workflow to use * Added extra ASE null pointer exception prevention test on attempting loading shader with missing shader functions
v1.5.3 dev 01:
- Improvements:
* Conditional 'If' node also support Int as compare values * Added Triplanar scale port for normal scaling when using normals in 'Triplanar Sample' node * Improved code generation for 'Texture Coordinates' node * Changed way float values were being generated when their value was an integer * Removes warnings and makes sure some operations are done in the correct space, like divisions * Improved operations order on 'Panner' node * Added Force Disable Instancing option into Surface output node Rendering Options * Updated Lightweight SRP template to be compatible with Unity latest LW SRP version 1.1.5
- Fixes:
* Fixed issue on 'Global Array' node not being correctly detected by ASE * Fixed texture array sampling error caused by 'Parallax Occlusion Mapping' node on Unity 2018 * Fixed issue on local variable excluded reset method * Fixed issue on 'Triplanar Sample' node Material Mode not being correctly set
v1.5.2 dev 05:
- New Samples:
* Single Channel Masking by Sarah Akers and David Marshall * Dithering Fade Blue Noise
- New Node:
* Inverse View Matrix
- Fixes:
* Fixed issue on not copying defaults to material values when changing Type from Global to Property over property type nodes * Fixed Stencil Comparison not being correctly written on shader when set as an inline property * Fixed issue on Reference mode not being taken into account when registering 'Texture Sample' properties * Fixed infinite loop on 'Texture Sample' nodes with Reference mode * Fixed custom outline alpha mask mode * Fixed issues on compare type nodes accessing their Wiki page * Fixed dropdown left title padding for nodes that have it but don't have a preview arrow
- Improvements:
* Improved 'Unpack Scale Normal' node usage on Burn Effect sample * Now compatible across all Unity versions * Re-factored Global variables behavior over property type nodes * Material values can no longer be edited * Auto-fetching global variables values every 2 seconds * Parameter type can be changed in node over texture type nodes * Removing automatic header creation by properties under shader functions * User now can manually set headers on property type nodes via its attributes * Turned the main Mask Clip Value an inline property so users can set it to be a specific node * Updated 'Screen Position' node preview
- New Previews:
* Compare ( A > B ) * Compare ( A >= B ) * Compare ( A < B ) * Compare ( A <= B ) * Compare ( A == B ) * Compare ( A != B ) * Compare With Range * If [Community] * Decode Float RG * Encode Float RG * Decode Float RGBA * Encode Float RGBA * Decode View Normal Stereo * Encode View Normal Stereo * Decode Lightmap * ColorSpaceDouble * Face * Switch By Face * LOD Fade * Layered Blend * Weighted Blend * Summed Blend
v1.5.2 dev 04:
- Fixes:
* Fixed issue on Post-Process sample scenes crashing on lower Unity versions * Fixed issue on fallback behavior when required template on loaded shader is not found * Fixes issue on texture type nodes moving when a texture is selected over it's picker * ASE window now aware when ObjectSelectorClosed command is fired to ignore incorrect mouse delta values
- Improvements:
* View Dir vector on templates is now calculated on fragment by default * World Reflection vector on templates is now calculated on fragment by default * Native View Dir vector calculation on Lightweight SRP template is now done on fragment * Shader function 'Reconstruct World Position From Depth' now also works with screen shaders * Updated Skybox - Cubemap Extended by Cristian Pop sample
v1.5.2 dev 03:
- Fixes:
* Fixed issue with 'Grab Screen Color' node on Lightweight SRP template * Fixed multiple issues with Shader Model selection over templates * Fixed issue on not correctly syncing module data from modified template
- Improvements:
* Re-factored local variable creation over ports to make it more robust * Vertex ports are now analyzed before fragment ones * Vertex position dependent operations now take applied offsets into account * Pragmas, Includes and Defines are copied from linked nodes if Pass is set as invisible * Added preview to 'Vertex To Frag' node * Small optimization on drawing connections * Minor tweak over Particles Alpha Blended template * Assigned dynamic interpolators now take both sub shader and pass info into account * Modified Lightweight SRP template to share dynamic interpolators amount over hidden passes
v1.5.2 dev 02:
- Improvements:
* Added Safe Normalize option to 'World Space Light Dir' node * Assures vector is not zero even if there's no lights in scene * Added Safe Normalize option to 'View Dir' node * Assures vector is not zero even if there's no cameras on scene * Property names can neither be or start with numerical values nor Unity reserved names * Variables from 'Register Local Var' nodes cannot start or be numerical
- Fixes:
* Fixed shader function subtitles not being shown after being set with the 'Function Subtitle' node * Fixed Custom Lighting using opacity and opacity mask duplicating code
v1.5.2 dev 01:
- Fixes:
* Changed alpha generation for Custom Lighting to work correctly with alpha mask * Fixed issue on shader function reloading not being taken as a load operation * Fixed instanced properties not being correctly taken into account inside shader functions
- Improvements:
* Improved shader function asset loading on Shader Function node
v1.5.1 dev 06:
- Improvements:
* Added preview to 'Noise Generator' node * Improved node internal data viewer performance * Improved the shader changed/dirty flag behavior * Improved graph canvas position adjust on loading from a previously different window configuration * Renamed 'Melting' sample shader to be in accordance with other community samples
- Fixes:
* Fixed property node auto-register issue on 'Skybox - Cubemap Extended' sample * Fixed issues with 'World Normal' and 'World Reflection' nodes on PS4 * Fixed multiple cast issues across multiple nodes * Fixed incorrect port behavior on 'Refract' node * Fixed issue on undoing instanced properties assignment * Fixed 'Break To Components' node duplicating code and generating errors
v1.5.1 dev 05:
- Improvements:
* Added previews to nodes * Desaturate * Grayscale * Posterize * Simple Contrast * Normal type input ports now show the correct default tangent vector on nodes internal value previewer * Indirect Diffuse Light * Indirect Specular Light * Fresnel * World Normal
- Fixes:
* Fixed possible issue with 'Desaturate' node on PS4 * Fixed issues with Undo/Redo operations over Wire nodes * Fixed light color and light dir info on 'Light Color' * Now takes into account Unity different behaviors between versions * Fixed issue on loading canvas on ASE tabs pointing to inexistent resources
v1.5.1 dev 04:
- New Node:
* Function Subtitle * Allows creation for custom subtitles on Shader Functions
- New Shader Functions:
* Perturb Normal * Cotangent Frame
- Improvements:
* Can now assign property to both blend modes and operations * Removing carriage return when saving 'Custom Expression' node code on meta * Improved restrictions on Shader Functions outputting Matrix type data * Name is carried over Pasted/Duplicated 'Custom Expression' nodes * Custom Editor/Inspector option is now available over templates * Updated both Lightweight template and samples to new beta version * Template now support vertex offset and alpha test * Nodes internal data can be viewed directly on canvas * Can be turned on/off through the 'I' key * Added Editable If Custom Drawer by BinaryCats * Dynamic interpolator cap now respecting pass choice on graph * Updating current templates to be dynamically cap'ed * 'Light Color' and 'World Space Light Dir' nodes now behave properly when used with lightmaps
- Fixes:
* Fixed issue with incorrectly trying to write fragment instructions on template without specified frag code area * Fixed issue where reference 'Function Switch' nodes were not displaying their option in all cases * Fixed wire node Undo issues
v1.5.1 dev 03:
- New Samples:
* Simple Potion Liquid * Melting by Gil Damoiseaux
- Improvements:
* Extended functionalities on 'Custom Expression' node * Added Auto-Register toggle to create custom functions even if not connected to output node * Added void to Output Type * Call Mode toggle is now a Mode dropdown * Mode Call now only allows external function calls or inline instructions * If a return instruction is detected on code, Mode is set to Create and return type set to void
- Fixes:
* Fixed Undo issue with property type nodes auto-register option * Fixed issue on calculation view direction on tangent space over templates
v1.5.1 dev 02:
- Fixes:
* Fixed issue with 'Standard Surface Light' not taking Normal Space option into account * Fixed minor issue over 'Outline' node * Fixed issue on Undo not resetting correctly ports internal values * Fixed issue on incorrectly assigning main output node status into copy-pasted 'Function Output' nodes
- Improvements:
* Added custom attributes to 'Static Switch' node * Custom Material Inspector now properly copies texture scale and offset values
v1.5.1 dev 01:
- Fixes:
* Fixed 'Static Switch' node not properly generating Enum code in the correct order * Fixed normal generation issue on 'Standard Surface Light' node * Fixed issue when attempting to load shader using inexistent template on project folder * Now fall-backing to Standard Surface when template is not found * Fixed issue capturing properties with attributes on templates * Fixed incorrect tool-tip on 'Template Multi-Pass Switch' node * Fixed issue on normal generation over 'Fresnel' node * Fixed initialization issue on Default UI template * Fixed issue with accessing uninitialized textures on 'Triplanar Sample' node * Fixed preview issue on 'Template Parameter' node * Fixed issue locking picker on texture type nodes to current type when auto-cast is on
- Improvements:
* Improved 'Break To Components' generated code * Preventing duplicates/re-definition of Pragmas, Defines and Includes over templates
v1.5.0 dev 02: Fixes:
* Fixed issue on template capturing commented properties * Fixed multiple issues over templates with multiple sub-shaders * Fixed issue on master nodes attempting to access uninitialized UI texture * Fixed issue with sometimes not extracting the correct pass name from template * Fixed issue on incorrectly catching shader name on fetching modules info * Fixed issue with correctly setting the shader name
v1.5.0 dev 01:
- New Samples:
* SRP Lightweight GlintSparkle * SRP Lightweight Coverage
- Fixes:
* Fixed issue on loading shader with missing shader functions * Fixed issue on duplicate pragmas over generated shader * Fixed issue with template post processor not correctly registering new templates * Fixed issue on template output nodes modules incorrectly sharing foldout value * Fixed Undo issue when undoing deleted property type nodes after saving shader * Fixed 'Static Switch' node registering duplicates in the material properties group
- Improvements:
* Reorganized samples shader paths * Reorganized template menu items * Canvas and output node title now shows shader name without relative paths * 'Register Local Var' node now generates a new name when duplicated * 'Indirect Diffuse Light', 'Indirect Specular Light' and 'Light Attenuation' nodes now work on templates
v1.4.5 dev 04:
- New features:
* Added support for multi-pass templates * Added support for Lightweight Scriptable Rendering Pipeline
- New Shader Function:
* Create Normal : Generates a normal map from a height map
- New Template:
* LightweightSRP
- Fixes:
* Fixed texture coordinates generation in templates * Changed initialization in 'Triplanar Sample' node to prevent null pointer errors
v1.4.5 dev 03:
- Improvements:
* Exposed Specular Color property into the Output node material list when Blinn Phong Light Model is selected
v1.4.5 dev 02:
- Fixes:
* Fixed Auto-Register option not being saved for property type nodes * Fixed issues with generated normalized screen position values over templates
- Improvements:
* Cull, Stencil, Color Mask and Depth options can now reference properties instead of standard options * Redone visuals of property type nodes Attributes list to be easier to use * Added new Enum and Custom attributes to property type nodes * Enum on Create Enum mode creates an Enum attribute using the specified Name/Value pairs * Enum on Use Engine Enum Class mode creates an Enum attribute from the specified class * Custom attribute allows to specify completely custom attributes * Outline now forces shader to be Forward only to prevent visual inconsistencies
v1.4.5 dev 01:
- New Shader Function:
* Constant Bias Scale
- Fixes:
* Fixed null pointer issue with removing connections with Alt key * Fixed issue on 'Template Local Var' node only working on fragment function
v1.4.4 dev 06:
- Fixes:
* Fixed issue on 'Texture Sample' nodes not automatically setting the texture type on AUTO * Fixed connection type mismatch after CTRL + swap shortcut * Fixed issue on 'Dither' node
v1.4.4 dev 05:
- Fixes:
* Fixed multiple Undo issues on shader functions * Fixed serialization issue with both nodes and graph when hitting Unity play button
v1.4.4 dev 04:
- Fixes:
* Fixed issue on Specular Highlights and Reflection toggle not being read/written into shader meta * Fixed issue on not correctly taking templates global variables into account when building shader * Fixed issue where 'Triplanar Sample' node wasn't being initialized properly * Fixed Undo issues on create/delete nodes * Fixed Undo issues on preview node resizing
- Improvements:
* Added new Enum Property Attributes for both 'Float' and 'Int' nodes * Added new Keyword Enums option to 'Static Switch' node Type option * Improved its interface to better accommodate new options * Added new keywords to 'Static Switch' Keyword dropdown * Increase max port count for 'Function Switch' node to 9 * Added/Changed shortcuts for various nodes * R - Create 'Register Local Var' node * G - Create 'Get Local Var' node * Z - Create 'Swizzle' node * X - Create 'Cross' product node * Period(.) - Create 'Dot' product node * B - Create 'Break to Components' node * K - Create 'Component Mask' node * V - Create 'Append' node
v1.4.4 dev 03:
- New Sample:
* Skybox - Cubemap Extended by Cristian Pop
- New Shader Functions:
* Step Antialiasing * Create Orthogonal Vector
- Improvements:
* Node graph is now a ScriptableObject to better deal with automatic serialization * Templates can now register and use local variables * Use /*ase_local_var*/ before the variable declaration over the template * Access the local variable through the new 'Template Local Var Data' node over the graph * Added new Normal Space option into 'Standard Surface Light' node * Optimized nodes port internal data usage * Node tooltip no longer shown online link for shader function nodes * Small optimizations to node previews
- Fixes:
* Fixed function registry on 'Custom Expression' node to correctly deal with dependencies * Fixed issue on linear textures over the texture creator tool * Fixed issue where the editor was being called on play mode but no window was present * Fixed issue on texture coordinates of different sizes being created with the same name
v1.4.4 dev 02:
- Fixes:
* Fixed issue on templates where vertex normal was being declared as a float4 on vertex data * Fixed PS4 issue on billboards generated code * Updated Orientation Based Sprite sample to include fix
- Improvements:
* Changed texture array creator to support compressed formats * Added custom inspector for texture arrays to allows previewing their contents on the inspector window * Added new Set Unique option into 'Custom Expression' node * If toggled off, generated internal function doesn't use unique id on its name
v1.4.4 dev 01:
- Improvements:
* Custom Pragmas, Includes and Defines are now also included on the Outline pass * Automatically removing crlf from copy-pasted code over the 'Custom Expression' node * Custom Render Type can now be specified on the Render Type dropdown over the Output node properties
- Fixes:
* Fixed issues on 'Remainder' node
v1.4.3 dev 05:
- Fixes:
* Fixed issue on excluding Add Pass independently of Debug port connection
v1.4.3 dev 04:
- New Shader Function:
* Radial UV Distortion * Sample with the same name was also added to demonstrate its usage
- Fixes:
* Fixed multiple issues related to Debug port usage on Output node * It now works as a custom lighting port instead of emission * Fixed issue on incorrectly opening standard materials into ASE * Fixed issue on duplicate local variable creation when using 'Parallax Mapping' node on shader functions
v1.4.3 dev 03:
- Fixes:
* Fixed issue on 'Vertex Tangent' node internally outputting float4 data in templates instead of float3 * Fixed shader function category typos * Fixed issue on ports accessing already destroyed nodes for previews * Fixed issue on precision type used in shader functions
- Improvements:
* Added ZWrite and ZTest options to 'Outline' node
v1.4.3 dev 02:
- Improvements:
* Shader tags can now be modified on templates based shaders * Added new Particle Additive option on Blend RGB and Blend Alpha dropdown * Sets Source to 'Source Alpha' and Destination to 'One' * Added new options to 'Shade Vertex Lights' node * Can now select amount of lights to take into account and if as spot or point light
- Fixes:
* Fixed issue on incorrectly indented code generated by some nodes on template shaders
v1.4.3 dev 01:
- New Samples:
* Orientation Based Sprite * UI Sprite FX
- New Shader Function:
* Box Mask * UI-Sprite Effect Layer
- Fixes:
* Fixed issue on attempting to deactivate destroyed nodes
- Improvements:
* Updated Sprite and UI templates to better support normal maps * Changed way logic is updated in some nodes to be more consistent and work inside shader functions
v1.4.2 dev 06:
- Fixes:
* Fixed incorrect wire highlighting caused by 'Register Local Var' node * Fixed issue with 'Texture Sample' node not generating proper UVs in specific cases when using templates * Minor UI and refresh fixes to 'Function Switch' node * Fixed issue on incorrectly loading SimpleTerrain sample * Fixed issue on unnecessary loading when opening a changed shader or function
- Improvements:
* Added compatibility with Unity 2018 * For now 'Substance Sample' node is unavailable on this version * Substance example is now inside a unity package to prevent sbsar importing error * Removed Substance and API update warnings on Unity 2017 * Added new Vertex Position input port into 'Surface Depth' and 'Camera Depth Fade' nodes * Can now take custom vertex positions into account * Added some minor improvements into 'Register Local Var'/'Get Local Var' node usage * 'Register Local Var' node is now highlighted if one of its 'Get Local Var' nodes are selected * 'Register Local Var' node now lists and can focus each 'Get Local Var' which uses it * Added reference capabilities to 'Function Switch' * One node can now control different paths of a shader function graph
v1.4.2 dev 05:
- Fixes:
* Fixed Undo issues with connections created/deleted by drag + Alt * Fixed issue on templates vertex local variables when using 'Vertex To Fragment' node * Fixed bug where 'Function Switch' node options were being incorrectly saved which caused a crash on load * Fixed shader 'Function Switch' node options not being correctly ordered all the time * Fixed connection signal detection to make 'Function Switch' nodes know when to turn on
v1.4.2 dev 04:
- New Node:
* Function Switch * Node specific to shader functions which allows switching options at compile time on them
- New Shader Function:
* Flipbook
- Improvements:
* Changed switch type nodes port order to match 'Function Switch' and maintain consistency
- Fixes:
* Fixed issue on duplicated functions when both outline and shadow caster passes are active * Fixed issue with calculating label size for nodes * Fixed UI issue when not being able to read depth info from template
v1.4.2 dev 03:
- Improvements:
* Added Depth module into templates * Minor improvement on Four Splats First Pass Terrain shader function * Minor improvement on TerrainSnowCoverage and SimpleTerrain samples * Added preview and access to internal data into 'HSV To RGB' and 'RGB To HSV' nodes * Added preview to 'If' node * Added new Normalize option into 'World Normal' and 'World Reflection' nodes * 'Outline' node now supports transparency and mask operations through the new Alpha Mode option * An additional depth pass can be added via the new Extra Depth Pass option on the Output Node properties * Property nodes can now register its properties/global variables without being connected to Output node * Done via the new Auto-Register option
- Fixes:
* Fixed minor issue on 'Rotate About Axis' node UI * Fixed issue with 'World Reflection' node on templates
v1.4.2 dev 02:
- Improvements:
* 'Toggle Switch' node can now share properties * Added lock button to property name on property type nodes * Allows to customize the internal variable name used * Added support for 'View Dir' node on templates * Added preview position selection to shader functions to further customize function nodes
- Fixes:
* Fixed issue where custom shadows were ignoring vertex colors * Fixed issue on 'Fresnel' node using a non-normalized normal vector * Small fix on 'Static Switch' node getting and setting values from the material
v1.4.2 dev 01:
- Improvements:
* Lowered Shader Model target of Custom Lighting Toon example to be compatible with MacOs * Improved generated code for 'Grab Screen Color' and 'Grab Screen Position' nodes * Changed automatic generation of 'Grab Screen Color' node to make sure normalization is happening only once * Added a toggle on 'Grab Screen Color' node which chooses if it normalizes/projects the input or not (default OFF)
- Fixes:
* Fixed issue on generating default values for shader functions * Fixed issue on normal generation with the following nodes: * 'Fresnel' * 'Indirect Specular Light' * 'World Reflection'
v1.4.1 dev 02:
- New Nodes:
* Decode Depth Normal * Encode Depth Normal
- Improvements:
* Added internal data into shader functions * If inputs are unconnected is now possible to change the default value from its node property panel * Property type nodes can now keep material value when not connected to an Output node * Tweaked 'Static Switch' node properties * Initial opened tab on property nodes depends on material mode
- Fixes:
* Fixed issue on 'Custom Expression' node when using out variables in Call mode * Preventing 'Commentary' node from generating infinite loops when copy-pasted * Fixed issue with incorrect refresh call order on pasted nodes * Fixed issue on nodes are not being correctly nested into their parent 'Commentary' node when copy-pasted * Fixed issue on 'Toggle Switch' node not updating port names correctly after loading * Fixed focus issue on pickers with Mac
v1.4.1 dev 01:
- Fixes:
* Fixed issue on 'Texture Sampler' node getting incorrectly configured on load * When default texture type different from material texture type
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
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 attempting 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