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I need to fully document:
- [x] The full language
- [x] All functions
- [x] A tutorial
- [x] The various basic `!window` graph nodes: `!shader`, `!video`, `!image`, `!record` and `!reference`
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Hello, we have an issue with the Wireframe shader for iOS. We tried using the shader from Assets/Shaders/Wireframe/ShaderGraph with the material from Assets/Shaders/Wireframe/Materials that we put in …
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**Godot version:**
3.3 rc9 mono
**OS/device including version:**
win10 64
radeon vega 8
**Issue description:**
The godot icon appears in a considerable size when executing.
No n…
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While Built in is still widely used i would say that urp is the new default renderpipline for a lot of projects, especially because of the Shader- & VFX-Graph.
To say seeing URP Support in the near…
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Hi, this is really a nice work, this can become a greater tutorial but I think it needs some improvements because, I'm a beginner, and not everything is straightforward to understand. I have not yet c…
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SDSL uses preprocessor macros for platform specific code and other uses. It offers a similar user experience for both C# and SDSL.
Since macros can be defined through C# code and used by the prepro…
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Hi, I have a scenario where occasionally I need to generate a large mesh. I want to use a compute shader to run a noise function and marching cubes. The only compute shader example I see is directly t…
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Hey I think that I might have found an issue with transparent objects.
Placing transparent object behind local clouds, renders them in front of the clouds.
This does actually make sense because the …
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I think the title is self explanatory.
It works fine on modern Unity still UNTIL you try to use it with URP.
I think the shaders probably need updating to the new shader graphs.
Any help would be m…
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### Describe the project you are working on
I'm working on a toy path tracer project using glsl compute shaders.
### Describe the problem or limitation you are having in your project
I have multipl…