I uploaded a new version: Download ShaderFusion Public Beta 02 Heres the change log: *Fixed U3B5 bugs. *Fixed VertexColor node. *Added SceneDepth node - Get the depth of the scene behind the surface that is being rendered. *Added DepthBlend node - Get a blend value based on the scene depth and the current surface depth.…
I got my shader editor working with Unity3 and added some finishing touches. Its still not completely done so reporting bugs and suggestions would be great. NOTE: Requires Unity3. Heres some features: *Works with the free version of Unity. *Works with both forward and deferred rendering (although deferred is strongly…
You could use a Lerp node to toggle between 2 colors and set the blend value to either 0 or 1 (using a ParamFloat node so its accessable in the material properties). Of course thats a runtime calculation so its not as optimized. Otherwise you would need to create a duplicate of the shader and change the graph manually. UDN…
Setting material states via code in Unity's really easy; http://unity3d.com/support/documentation/ScriptReference/Material.html Could just set up the shader to have a lerp as Keen mentioned and set it 0 or 1 via script as you please. Or switching material entirely;…
nice work, while I am not fond of the all visual editors for doing stuff like a*b, but anyway, my main suggestion would be ICONS! or at least user colors for nodes or so. e.g it would be much faster to differentiate between "incoming data" (textures, uv coords...) and "outgoing data" (nodes that only have inputs)
Are you using the Unity3 beta? Specifically beta5? It wont work with unity 2.x. If your importing it and not getting texture assets at all (they would be in "DemoTextures" folder). then maybe theres some problem importing.
Yeah, I should've been clearer - I meant create two shaders and switch them in/out via script. Was more in response to Axios's post than yours, I just happened to have the links to the documentation handy as I'd been playing with similar stuff :) Although looking at it, you could maybe make a multi-pass shader - one pass…