Open SoylentGraham opened 8 years ago
+1 on this. Our project which would make use of this is starting up again, so if there's any beta-testing I can help with then I'm up for it.
Let me know how you'd want to literally use it. Like for changing gamma/brightness/etc, would you need to change it dynamically with a variable/uniform (eg. if you need to key it to match something else). Or would static code (which you could change once pre-run) be okay? (adding a variable adds a bit of complexity, doable, but then needs a nice reflection interface to change it, and possibly synchronising variables for explicit frames...)
I envisioned using it just as another variable on the inspector which is just a multiline string with a stub function
float4 ModifyRgba(float4 rgba,float2 uv) { return rgba; }
which people could just change (I have basic HLSL/GLSL/Metal shader conversion built in)
From some requests, this has been implemented, but needs exposing to c# & more testing.
Allows user to modify decoded RGBA value with glsl/hlsl code before it's written to output texture. (for custom HSL modification, flips, warping etc)
No planned support for variables but maybe allow more robust runtime-modification of the shader code being injected. (Although maybe superfluous as compile time cannot be guaranteed and need to start handling syntax errors)