|
|
- Release Notes:
- 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
-
- * 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
-
- 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
-
- 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
-
- * 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
-
- * 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'
-
- * 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
-
- * 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
-
- 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
-
- 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
-
- * 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
-
- * 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.
-
- 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
-
- 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'
-
- * 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'
-
- 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
-
- * 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
-
- * 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
-
- * 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 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
-
- * 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 below 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
-
- 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
|