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Hi, first up: Thanks for the plugin! I had something similar, but making the history serialized is really useful!
However after adding `SelectionHistory` to my project a lot of my shortcuts were no…
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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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For now I'm remapping the values to positive numbers. 255 is arbitrary and causes rounding errors similar to the vertex rounding you see in playstation games. The resulting textures are "white" but co…
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The code looks very good, was very hyped to try it but I'm primarily using unity version above 2019.1 and it seems like shader graph classes are now internally implemented is internal and no longer wo…
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URP 14x and higher or as possible
Improve SRP Additional Light function and add outputs for color & Intensity.
**--- RGBA**
returns color & Intensity
**--- Color**
returns light color
…
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**Describe the bug**
I tried to export glb file from both the context menu and from the code in editor mode, but it seems some textures are missing which use custom shader graphs. The only texture th…
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[Mathbox](https://github.com/unconed/mathbox) and [ShaderGraph](https://github.com/unconed/shadergraph) have not been updated in a while unfortunately, but they're **really great** examples of a compo…
saabi updated
4 years ago
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For example:
``` glsl
// file1.glsl
vec3 getColor(vec2 uv);
vec3 blurred(vec2 uv, vec2 dims) {
vec3 off = vec3(1.0 / dims, 0.0);
return (getColor(uv)
+ getColor(uv + off.xz)
+ getColor(uv…
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I need to convert the screen(s) to Texture2D in unity to be able to make pixel condition and shadergraph filtering to improve the toolbox OMI.
You can use the classic C# and user32 dll to copy the s…