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## 1.39 Proposal for non-pbr library
Placeholder for proposal to add in a new core library to support non-pbr shading graphs.
1. This includes the idea to support an "unlit" shader which allows …
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Hey, Nice project!
The map view doesn't seem to work.
There's few errors in the console:
`Uncaught ReferenceError: jQuery is not defined semantic.min.js:11`
And tree.js complaining about…
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Crashes with this error. Is a GPU required? Can you please provide required runtime libs and/or software packages needed to run the server?
ERROR: Shader GUI/Text Shader shader is not supported on …
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A major problem is how to properly and generically interface with variables in order to connect engine layers.
For UI purposes, the property system exists. For real-time the wire framework is used.…
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This is more of a feature request than a bug, but currently UnityGLTF import materials with BIRP shader, so they do not work under URP or HDRP.
(glb file imported with glTFast, GLTFUtility, Uni…
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This role is difficult, pick and choose a shader you wish to implement.
You can pull free assets from stores, just reference them.
Ideally, if you want to try to make your own shaders you would start…
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Hello! I tried creating a compute shader with material graph and the compiler is complaining about "MeshDrawCommands.h" not existing, even though it's there in "Runtime/Renderer/Private"
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Setting up a cobalt node graph is essentially just data. It would be more intuitive to be able to drag n' drop these nodes onto a scrollpane and link them, much like many other shader graph systems o…
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Right now the Randomiser panel shows up next to the panels with node graphs (Compositor, Texture Node Editor, Geometry Node Editor and Shader Editor - this is were the material node graph is at). With…
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## Update
First pass of an MMI implementation was merged in #340, improved in #402 and individual commits
Redesign of the data structure was laid out in #524 and implemented in #523.
This ti…