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diff --git a/Assets/AmplifyShaderEditor/ChangeLog.txt b/Assets/AmplifyShaderEditor/ChangeLog.txt deleted file mode 100644 index f972e8df..00000000 --- a/Assets/AmplifyShaderEditor/ChangeLog.txt +++ /dev/null @@ -1,4044 +0,0 @@ -Release Notes: -v1.8.1 rev 00: -* New Shader Options: - * Added new option called 'DOTS Instancing' that provides initial support for hybrid renderer for URP and HDRP - * Works for both latest V1 and V2 (check unity docs) - * URP requires shader model 4.5 in order for it to work - * Some properties nodes now have a new 'Hybrid Instanced' option when set to property mode - -* Improvements: - * CBuffer properties are now ordered by datatype for performance reasons - -* Fixes: - * Fixed issue with tessellation in HDRP where tessellation was not measuring the position correctly when relative camera was ON - * Fixed issue with the new 'Field' option type that wasn't reading float values correctly in all situations due to system cultural differences - * Fixed typo with the 'Trigonometry Operators' category - -v1.8.0 rev 03: -* New Shader Options: - * Added Translucency and Transmission options for URP - * Options are based on Built-in renderer ports respectively - * New fields are generated for both but can be manipulated as 'Inline Properties' in property panel - -* New 'Compare' node: - * Replaces all the now deprecated 'Compare XXX' nodes, this node should be easier to work with since it does ternary operations and allows for any kind of vector comparison - -* Improvements: - * 'Voronoi' node ID port now returns a vector 2 ID instead of a single float value - -* Fixes: - * Fixed issue with instanced properties marked as auto register not working inside shader functions - * Fixed issue with 'Function Switch' node that was causing some nodes to run even if unconnected - * Fixed issue with 'Decode Lightmap' node that was not compiling correctly in all situations - * Other small changes and fixes to last revision - -v1.8.0 rev 02: -* New Shader Options: - * Added Tessellation options for URP and HDRP - * Options are based on Built-in renderer options supporting Fixed, Distance-Based, Edge Length and Edge Length With Cull mode, with or without Phong displacement - * By default Float fields are generated at the bottom of the materials inspector but can be replaced by 'Inline Properties' allowing for further field customization - -* Improvements: - * Templates API now supports new 'Field' options that create Int or Float fields that can act when values change - * Templates API now support 'SetMaterialProperty' action that allows a 'Field' to interact with the value in the material inspector - * Added Q as an alternative panning modifier key (for trackpad users) while Q+Alt zooms (order is important due to Alt being used for other actions) - -* Fixes: - * Fixed issue with Start Screen icon on MacOS editors - * Fixed issue with templates not properly detecting floating values - * Fixed issue with log window and palette window producing layout errors - * Fixed issue with live editing mode not working properly with shader functions and producing errors - * Fixed 'Texel Size' node issue where variable declaration was not respecting the SRP batcher and breaking it in the process - * Fixed issue with auto spacing of shader function titles - * Fixed/Changed refraction for both URP and Built-in due to issues with webGL version - -v1.8.0 rev 01: -* Improvements: - * Now 'Texel Size' and 'Texture Transfom' nodes also contain the 'None' option for consistency - -* Fixes: - * Fixed issue with start screen window in Unity 5.6 - * Fixed issue with 'Texture Coordinates' node generating multiple texture references in some occasions - * Fixed 'Texture Coordinates' losing it's selected reference option on port connection - -v1.8.0 rev 00: -* New Shader Functions: - * Bacteria - * Bricks Pattern - * Dots Pattern - * Grid - * Herringbone - * Hex Lattice - * Houndstooth - * Smooth Wave - * Spiral - * Stripes - * Truchet - * Whirl - * Zig Zag - -* Improvements: - * Updated some shader functions to expose their internal data - -* Fixes: - * Fixed default value for start screen option - * Fixed context menu showing shader templates not yet imported on first install - * Fixed drawing issues with slider in 'Float' node in the new Unity UI - -v1.7.9 rev 02: -* Improvements: - * Added Refraction option with respective ports to URP that works like the built-in Refraction port - * Added versioning to templates so that they can track changes and import new versions if necessary - -* Fixes: - * Fixed issue with start screen showing the wrong change log - * Fixed issue with start screen not always respecting the selected option - * Fixed issue with 'Fresnel' node when loading a shader from an older version of ASE - * Fixed loop detection check for 'Get' node in certain situations - * Fixed menu listing for templates with duplicated names - * Fixed 'VertexID' node for HDRP causing errors due to motion vectors - * Fixed inline properties being broken on certain template internal pass ordering - -v1.7.9 rev 01: -* Improvements: - * Start screen option is now a dropdown to allow for more control of how it behaves - * Added more options to the preference window - * Option to prevent automatic import of SRP templates - * Option to force the use of Unity's macros for sampling - * Option to allow or prevent the use of ASE define symbol - -* Fixes: - * Included missing files for 'Diffusion Profile' node from last release which prevented the use of the new default inspector option - * Fixed issue with 'Gradient Sample' node that was not generating the component channel correctly - -v1.7.9 rev 00: -* New Start Screen: - * New window that will popup when on a new session starts and/or if a new version is released (can be dismissed) - * Provides easy start up links for the wiki and contact channels - * Streamlines the process of importing ASE samples for each rendering pipeline - * Automatically tracks the release of new versions - -* New Preferences Entry: - * Currently only controls the start screen settings but in the future it will contain many more options that are currently hidden - -* New Shader Function: - * Random Range - * Returns random value between a minimum and maximum range values - -* Improvements: - * Removed alpha to coverage alpha test check for consistency between pipeline and setups - * Added check to custom shader inspector and updated missing features like keywords popups and other small changes that came with unity 2019.3 - * Added new option to 'Diffusion Profile' node to be able to create the unity default profile inspector for users that need to share their shaders - * Changed the color of Int ports to white for proper differentiation between Float and Int - -* Fixes: - * Depth texture is now uses proper macros even when using global texture samplers to prevent duplication errors - * Added infinite loop detection to 'Get Local Var' nodes to prevent the case where you can change the 'Get Local Var' node reference to itself - * Fixed Issue with diffusion profile drawer not being able to change profiles if ASE window wasn't open - * Fixed issue with outline in surface shaders not respecting the selected precision type - -v1.7.8 rev 02: -* New Property Attributes: - * Remap Sliders attribute for Vector2 node that creates a min-max slider in the 0-1 range - * Single Line Texture attribute for texture properties nodes that minimizes texture object field into single line fields - -* Fixes: - * Fixed fog color and ambient color node values in HDRP - * Fixed issue with Fabric and Hair HDRP templates not correctly writing to depth offset in all shader passes - * Fixed custom expression precision types that didn't respect the selected choice in all cases and added a new Inherit option - * Fixed possible issue with saving files when path is null - -* Improvements: - * Improved loading of shaders by preventing unnecessary loads of other types of assets - * Added warning with fix button to diffusion profile property drawer for when profile isn't present in the profile list - * Shader functions names now have automatic spacing when searched in the palette - * Added a direct dependency check for shader function files that allows to search which shaders and shader function are currently directly using it - * Templates context entry generation is now done by name to prevent random sorting - -v1.7.8 rev 01: -* New HDRP Templates: - * Hair - * Fabric - -* New Shader Function: - * Inverse Lerp - * Inverse operation of the 'Lerp' node - -* Improvements: - * Update HD templates to v.7.1.8 and above - -* Fixes: - * Fixed issue with 'Component Mask' node preview not correctly showing alpha channel in all situations - -v1.7.8 rev 00: -* Fixes: - * Fixed issues with 'Function Switch' node incorrectly displaying reference nodes and not properly ordering when in Reference mode - -v1.7.7 rev 06: -* Fixes: - * Fixed 'Parallax Occlusion Mapping' node texture array sampling in LW/URP - * Fixed issue with 'Light Attenuation' node not taking into account vertex offset in URP templates - -* Improvements: - * Added extra pre pass option for Lightweight and Universal RP that allows for custom outline passes - * World position dependent nodes will now take vertex offset into account over LW templates - -v1.7.7 rev 05: -* Fixes: - * Fixed issues when reading shader over updated template - * Fixed 'Light Attenuation' issue on URP 7.2.X which was causing rendering errors - -* Improvements: - * World position dependent nodes will now take vertex offset into account over default Unlit and URP templates - * Improved Diffusion Profile support in HDRP 7.2.X - -v1.7.7 rev 04: -* Fixes: - * Fixed compatibility issues with HDRP v7.2.0 and above - * Fixed issue with 'Indirect Diffuse Light' node on Normal port not properly working over Lightweight RP - -v1.7.7 rev 03: -* Fixes: - * Fixed issue on Unity ignoring Emission channel values set over Debug Port - * Fixed issue with multiple uses of 'Voronoi' node over a graph - * Fixed helper window colors in personal skin - * Fixed emission contribution on baked lighting - * Fixed GUID conflicts between Lightweight and Universal samples - -v1.7.7 rev 02: -* Fixes: - * Fixed incorrect values given by time related nodes - * Fixed shadow compilation issue on HD Lit template - * Added null checks on updating shader over master node to prevent saving issues - -* Improvements: - * Decode Directional Lightmap shader function now compatible with all pipelines - * Added events that can be registered externally which indicate shader type change and shader save (API) - * IOUtils.OnShaderSavedEvent called when shader is saved - * IOUtils.OnShaderTypeChangedEvent called when shader - * Registered functions must receive three arguments - * Shader shader: Current shader being modified - * bool isTemplate: Current shader type is template based - * string type: GUID of template in use or string.empty if Standard Surface - -v1.7.7 rev 01: -* Improvements: - * Some adjustments were made to the Decode Lightmap's Instructions port - * Port is set be only visible when on SRP - * ASE automatically sets Unity's default instruction values if no value is connected to it - -v1.7.7 rev 00: -* Fixes: - * Fixed multiple connections on Wire node when Alt + dragging nodes from it - * Fixed issue with normal map usage over URP PBR - -* Improvements: - * Added new previews: - * Heightmap Texture Blend - * Parallax Offset - * Clip Planes - * Fog and Ambient Colors - * Fog Params - * Instance ID - * Object To Clip - * Object To View - * Shade Vertex Lights - -v1.7.6 rev 02: -* Fixes: - * Assured latest fix for time related nodes over SRP is only applied on latest versions - * Fixed issue on declaring variables inside CBuffer that are already on native template - -v1.7.6 rev 01: -* Fixes: - * Fixed usage of legacy variables over SRP on time related nodes - * Time - * Time Parameters - * Sin Time - * Cos Time - * Fixed issue on HD Unlit Vertex Offset input code not being set on all passes - -v1.7.6 rev 00: -* New Shader Function: - * SRP Additional Light - * Returns SRP's additional lights information calculated with a selected lighting mode - -* Improvements: - * 'Light Attenuation' node on Lightweight/Universal now outputs only the attenuation of the main light - * Before it outputted the sum of all light attenuations which didn't have a practical use - -v1.7.5 rev 03: -* New Templates: - * Universal Experimental 2D Lit - * Universal Experimental 2D Unlit - -* Fixes: - * Fixed issue on incorrectly setting a wrong instanced block name on non-main passes when using GPU Instancing over templates - * Added Safe Power option into both 'Power' and 'Fresnel' nodes - * Ensures base for power operation is always greater than zero to prevent NaN over the result - * Fixed 'Indirect Diffuse Light' and 'Indirect Specular Light' nodes preview when Normal Space option is set to World - * Fixed 'Fresnel' node preview as it wasn't showing the correct result when scale was different than 1 - * Fixed Alpha Clip issue across multiple Unlit Lightweight and Universal template versions - -* Improvements: - * Improved mouse focus behavior when ASE is not focused - * Migrated Lightweight samples into Universal RP - -v1.7.5 rev 02: -* Fixes: - * Fixed issue with incorrect _ST variable declaration on templates over 'Texture Array' node - * Fixed issue on 'Grab Screen Color' node creating a default Grab Pass when using the default grab name with Custom Grab Pass activated - * Fixed issue on 'Texture Transform' node giving incorrect values on certain connections - * Fixed node preview update for missing shader functions - * Fixed issue on 'Static Switch' node using in-existent keyword indices - * Fixed 'Static Switch' reordering issues when in Reference mode - -* Improvements: - * Added missing previews to nodes - * Ortho Param - * Projection Param - * Screen Param - * ZBuffer Param - * Clip - * Compute Screen Pos - * Texel Size - * Texture Transform - * Tweaked 'Texture Object' and 'Texture Sampler' node previews to avoid recent for AMD crashes - -v1.7.5 rev 01: -* Fixes: - * Fixed 'Color Space Double' node issue in SRP - * Fixed 'Texture Array' node ordering issue in the material inspector when on Reference mode - * Fixed issue with references lost over 'Texture Sample' on shader functions - * Small fixes and optimizations to the URP unlit template - * Fixed texture fields not being modifiable on 'Texture Sample' nodes when ASE window was not focused - -* Improvements: - * Updated 'Flow' shader function to make Strength a Vector2 input - * Improved registered local variables usage on templates - * Removed hard-code directives declaration on LWRP and added them as Port options on templates - -v1.7.5 rev 00: -* New Nodes: - * Inverse Projection Matrix - * Inverse View Projection Matrix - -* New Shader Functions: - * Noise Sine Wave - * Creates a sine wave from a given input with an added pseudo-random value - * Sawtooth Wave - * Creates a saw-tooth wave from a given input - * Square Wave - * Creates a square wave from a given input - * Triangle Wave - * Creates a triangle wave from a given input - * Checkerboard - * Created a checkerboard pattern with given colors where Frequency controls its tiling - * Ellipse - * Creates an ellipse based on given uv and dimensions - * Polygon - * Creates a polygon shape with a specified amount of sides - * Rectangle - * Creates a rectangle shape with a specified size - * Rounded Rectangle - * Creates a round rectangle shape from a given size and radius - -* Improvements: - * Added new Smooth toggle option to 'Voronoi' node - * Only available under the Cells Method - * Improved selection box inside the editor graph to match Unity's and not be version dependent - * Ported terrain sample to Universal Rendering Pipeline - * Packed inside Examples > Universal SRP Samples.unitypackage - -* Fixes: - * Fixed multiple issues regarding using instanced properties over 'Outline' node - * Fixed hard-crash when modifying pass amount over template (API) - * Fixed Native Directives display over Templates in Unity 2019.3 - * Fixed GPU instancing on Particles Alpha Blended template - * Removed Clip from From option over 'Transform Position' and 'Transform Direction' nodes - * Transform matrix was incorrect and there's no viable replacement over those nodes context - -v1.7.4 rev 02: -* New Shader Functions: - * Flow - * Creates a flow effect which can be given from a flow map. - * Twirl - * Sets a twirl effect to a given input UV. Created by The C.reator @cayou66 - * Normal From Height - * Extrapolate a normal vector from an height value - -* New Sample: - * Scale Independent Tile - -* Improvements: - * Added new Rotation Independent Scale option into 'Object Scale' node - * Tweaked 'Remainder' node to always use the % operator on Unity 2018.1 and above - -* Fixes: - * Fixed issue on loading multipass multi visible master nodes losing their names - * Fixed issue with point lights not working with instanced terrain shaders - * Fixed issue on terrain getting black when drawn instanced - * Fixed alpha test issues over deprecated HDRP Lit - * Fixed issue where not setting pass name on port options lead to incorrect option behavior (API) - * Fixed previews not updating correctly in shader functions - -v1.7.4 rev 01: -* New Template: - * Unlit for HD SRPv6.x.x - -* New Node: - * Luminance - -* Fixes: - * Fixed alpha-clip issues with legacy HD templates - * Fixed issue on incorrectly initializing custom type variables on 'Custom Expression' node - * Fixed nodes preview getting lost on loading scenes - * Fixed preview issue on 'Noise Generator' node - * Fixed preview issue on 'Panner' node - * Fixed preview issue on 'Rotator' node - * Fixed issue on ignored Passes over SubShader options appearing on both shader reload hot code reload - * Fixed issue with 'Parallax Occlusion Mapping' node when used on shader functions - * Fixed issue with setting directly the property name over its textfield wouldn't trigger the duplicates prevention system - -* Improvements: - * Updated 6.9.2 Lightweight templates to includes the same options as URP templates - -v1.7.4 rev 00: -* Fixes: - * Fixed critical error where users could not create a surface shader if no ASE window was opened - -v1.7.3 rev 00: -* Fixes: - * Fixed preview issues on multiple nodes - * Fixed incorrect template reload when multiple shaders using the same template are opened - * Fixed Ignore Rotation issues on 'Billboard' node over Lightweight RP - * Fixed issue on not importing latest SRP templates when an unregistered version is detected - * HDRP templates no longer throw console errors on Unity 2019.3 - * Fixed Alpha Clip issue on deprecated HDRPLit template - * Fixed issue on incorrectly resetting port internal data on load with matrices types - -* Improvement: - * Minor renaming on 'Baked GI' node name to 'SRP Baked GI' - * Updated URP templates to include a Baked GI port similarly to HDRP - -v1.7.2 rev 03: -* Fixes: - * Fixed issue on templates not capturing properties with certain attributes - * Fixed issue on templates inline properties not being properly set on modules if main master node wasn't the first pass - -* Improvements: - * Added Builtin Fog toggle option into Lightweight PBR template - -v1.7.2 rev 02: -* Fixes: - * Fixed issue on 'Toggle Switch' node - * Fixed abnormal behavior when reading template with more interpolators than the ones allowed by its Shader Model (API) - -* Improvements: - * Template can now read Shader Model from area outside SubShader (API) - -v1.7.2 rev 01: -* Fixes: - * Fixed issues on generating incorrect precision inputs on both 'Screen Position' and 'World Position' node - * Fixed issue on multi-pass master nodes not setting correct given shader name when created from file - * Fixed issue on WaterSample shader - * Fixed issue on 'Custom Expression' node not generating correct function code without a return statement - -* Improvements: - * Users can, like on Shader Functions, immediately name shader when creating it - * Adding Instanced option into 'Texture Transform' node - * Determines if the _ST texture transform variable is created as an instanced property - -v1.7.2 rev 00: -* Improvements: - * 'Toggle Switch' node now uses a ternary operator to prevent incorrect results on NaN inputs - -v1.7.1 rev 13: -* Fixes: - * Fixed issue duplicating certain nodes - -v1.7.1 rev 12: -* Fixes: - * Fixed issue when using more than one Octave on 'Voronoi' node - * Fixed issue on Motion Vectors pass over HD templates - * Fixed issue on generating incorrect keyword value on 'Static Switch' node using Reference Mode - -v1.7.1 rev 11: -* Fixes: - * Fixed issue on registering/unregistering internal template generated nodes over the reorder node event - * Fixed multiple issues on 'Custom Expression' node - * Fixed issue on using 'Voronoi' node over shader functions - -v1.7.1 rev 09/10: -* New Node: - * HD Emission - -* Fixes: - * Fixed issue when reading shader with missing shader function - * Fixed issue when duplicating property nodes on Fetch mode would reset property name - * Fixed issue on 'Parallax Occlusion Mapping' node incorrectly generating instanced _ST vars outside the CBuffer - * Fixed alpha cutoff issues on HD Lit templates v5.7.2 and v5.16.1 - * Fixed issue on not declaring both BakedGI and BakedBackGI on Lit template - * Fixed issue on not setting some ports with graph data over templates - -* Improvements: - * Listing on nodes is now alphabetically ordered - * Get Local Var - * Grab Screen Color - * Static Switch - * Texture Array - * Texture Sample - * Node search bar text now takes property name and inspector name into account - -v1.7.1 rev 08: -* Fixes: - * Fixed issue on 'Register Local Var' not allowing to reset name to loaded one - * Fixed Console Log issues with Personal Skin - * Fixed issue on overwriting Render Type custom values over a template(API) - * Fixed issue on local variables generation over the 'Unpack Scale Normal' node - * Fixed issue with setting special tags over template options (API) - -* Improvements: - * Added more flexibility to 'Static Switch' node - * Can have empty property names when Material Toggle is toggled off - * It no longer modifies keywords ( setting to upper, adding _ON, etc ) if Material Toggle is toggled off - * Tweaked visible options when on Fetch mode - * Added hot-fix to 2019.2 Lit template in order to generate shaders without errors when used on HDRP v7.x.x - -v1.7.1 rev 07: -* New Shader Functions: - * Derive Tangent Basis - * Height-based Blending - -* Improvements: - * Clicking on node specific messages over ASE log now jumps to which node generated it - * Changing ports types to matrix now sets the identity matrix into its internal data - * Relevant on nodes like 'Custom Expression' - -* Fixes: - * Fixed issue on incorrectly adding 0 to W channel when creating position vectors - * Fixed issue on not auto-importing templates correctly over Unity 2019 - * Fixed multiple issues regarding shader function previews - * Fixed compilation issue when using unreferenced 'Get Local Var' nodes - * Fixed issue on changing 'Static Switch' name not being reflected on referenced list - * Fixed issues with 'Texture Coordinates' and 'Texture Sampler' nodes with 'Relay' or 'Wire' nodes on Tex port - -v1.7.1 rev 06: -* Fixes: - * Fixed new and old shader templates for HDRP 6.9.X so the diffusion profile value is passed around correctly - * Fixed issue on 'Texture Coordinates' node not correctly swizzling data on template vertex functions - * Prevented Additional Directives reference lost when saving certain shader functions - -v1.7.1 rev 05: -* Fixes: - * Fixed issue on getting incorrect inline properties on templates - -v1.7.1 rev 04: -* Fixes: - * Fixed 'Diffusion Profile' node issues on SRP v6.9.X - * Fixed multiple issues regarding shader functions Additional Directives usage - -v1.7.1 rev 02/03: -* Fixes: - * Fixed issue both on creating duplicate texture ST constants and being declared out of the cbuffer - * Fixed possible issues on 'Texture Transform' node over SRP - * Fixed baked lighmap issues over Lightweight/Universal PBR templates - * Fixed SimpleTerrain sample water shader which was broken due to recent 'Screen Depth' node changes - * Fixed compilation errors on 'Voronoi' node - * Fixed issue on registering duplicate instanced variables which are already on template as non-instanced - -v1.7.1 rev 01: -* Fixes: - * Removed unused variable warning - * Broadened up Shader Function versions to apply serialized fix on Origin field - -v1.7.1 rev 00: -* Fixes: - * Fixed issue with Face related nodes not working in HDRP v6.9.0 due to bad version handling - * Fixed retro-compatibility issue with incorrectly reading Shader Function Custom Directives as Native - -* Improvements: - * Tweaked 'Get Local Var' node message thrown when no Reference is selected - * Natives UI listing is now locked on Unity 2019.3 to prevent incorrect behaviors on new UI system - -v1.7.0 rev 09: -* Improvements: - * Changing Variable Mode from Fetch to Create no longer rewrites property name on Property Nodes - * Improved property renaming when duplicating Property nodes - * Added property name to items on Material Properties list - * Can be clicked to focus on specified node - -v1.7.0 rev 08: -* Fixes: - * Fixed issue on HD Lit Diffusion Profile port being incorrectly set as type Int - * Multi Pass Master Nodes no longer reads/writes input port meta data as this must always be given by template - -v1.7.0 rev 07: -* Fixes: - * Fixed issue with the 'Diffusion Profile' node not updating from and to the material inspector - -* Improvements: - * Added new internal console inside shader canvas to more easily check ASE related messages - -v1.7.0 rev 06: -* New Shader Function: - * Non Stereo Screen Pos - * Converts a VR screen position into a non-VR one - -* Fixes: - * Fixed issue with both 'Gradient' and 'Gradient Sample' nodes on Lightweight/Universal - * Fixed 'Voronoi' node issue over templates - * 'Reconstruct World Position From Depth' now correctly works on VR - -* Improvements - * Tweaked Lightweight and Universal templates - * Pragma tag now after native includes - * Removed unused _MainTex_ST variable from Meta pass - * Shader Properties can now be fully rewritten through template options(API) - * Added Vulkan to Standard Surface Rendering Platforms - -v1.7.0 rev 05: -* New Templates: - * Added templates for Universal Rendering Pipeline - * Packed inside AmplifyShaderEditor\Plugins\EditorResources\Templates\USRPTemplates.unitypackage - -* Fixes: - * Fixed multiple issues with Lit HDRP template - * Fixed issue on not taking the 'Int' node as SRP compatible - * Fixed both 'Transform Direction' and 'Transform Position' nodes issues regarding Tangent space - * Fixed multiple issues regarding template options - * Fixed issue on incorrect reading over Depth Offset values from shader - * Minor fix on templates post-processor to prevent null pointer exceptions - -* Improvements: - * Unity global variables used as inline properties on templates are now registered so they can be correctly maintained over the final shaders - * Added LOD Cross Fade into Lightweight RP templates - * Added Inherit type into precision popup and made sure most nodes can now compile with the proper precision type - * Some nodes have a specific precision on purpose - * Improved 'Diffusion Profile' node behavior - * Added material property attribute - * Updated source code able to create profile properties in HDRP 7.X - -v1.7.0 rev 04: -* Improvements: - * When switching between shader type the connections with the same port name are kept intact - * Custom inspector for SRP 7.X is now detected automatically and upgraded from previous versions - * Templates master nodes now display the shader name in their title for better consistency -* Fixes: - * Fixed issue in SRP 7.X where certain auto defines were overriding the selected options - * Fixed issue in templates system where in certain situations defines would be set forever - * Fixed stencil options in HDRP 7.X - * Thickness port in HDRP 7.X is now always visible - * Some properties in HDRP 7.X are now override-able - -v1.7.0 rev 03: -* Improvements: - * Added support for pragma options to the template system -* Fixes: - * Fixed issue where dependent template options would be visible when it's dependency was off in some situations - * Fixed issue with wrong connection types on creation of new nodes when dragging from ports - * Fixed issue with detecting LOD parameter in templates - -v1.7.0 rev 02: -* Fixes: - * Fixed issue when selecting a shader that contains errors in 2019.3 would generate inspector errors - -v1.7.0 rev 01: -* Fixes: - * Fixed issue on incorrect initial node setup from previously saved options - -v1.7.0 rev 00: -* New Node: - * Voronoi - -* Fixes: - * Fixed issue on all templates not being available to choose over the Creates > Amplify Shader menu - * Fixed issue on Unlit absolute mode - * Fixed issue on both Lightweight templates absolute mode - * Fixed issue on 'World Space View Dir' node preview - * Fixed blinking window when 'Add'or 'Mul' nodes are dynamically changing their input ports - * Fixed issue with detection loop function that was causing massive slow downs on node connection on big graphs - * Fixed multiple issues with new Lit template - * 'Face' and 'Switch By Face' now correctly work on the latest HDRP version - * Fixed multiple issue on latest HD Lit template - * Fixed issue when selecting shaders on Unity 2019.3 - * Fixed incorrect local variable generation on multiple nodes over Standard Surface's Vertex ports - -* Improvements: - * Improved editor performance by only refreshing when needed and only updating previews that are necessary to update - * Texture array auto sorting on texture drop over Texture Array tool - * Directives can now be written both before or after (via mouse drag ) to native directives detected on template - * Added dropdown for custom editor in templates that contain the HD material inspector - * 'Depth Fade' and 'Screen Depth' can now be used on vertex shader - * Improved and optimized node search on context menu - * Node developers can now associate tags to their nodes - * Small improvement to shader function properties order when multiple shader functions are inside each other - * Improved 'Noise Generator' node - * Added new Gradient type - * Added new option to auto set noise generator values to a 0-1 range - * Added new scale input port to scale its Size input - * Extended Port options versatility when declared on SubShader (API) - * Shader Properties default values can now be set through the SetShaderProperty action (API) - * Refactored templates paths - -* Deprecated: - * Disabled ASE custom texture array inspector on Unity 2019 and above - * Marked old templates as deprecated - * These will be eliminated from the package on a future build - -v1.6.9 rev 02: -* New Template: - * Re-designed a new HD Lit template for SRP v6 and above - * Compatible with Unity's default HD material inspector - -* Fixes: - * Fixed division by zero issues on 'Blend Operations' node - * Fixed VR stereo issue in Standard Surface custom shadow caster - * Fixed issue with reorderable properties in shader function being stuck when two or more of the same SF was used inside another one - * Fixed incorrect variable naming on certain operations over both 'Transform Position' and 'Transform Direction' nodes - * Fixed issue on Input Port internal wrapper creating float3x3 with float4x4 contents - * Minor tab fixing on Unlit template - * Fixed issue on HD templates Auto-Importer - * Fixed issue on not always capturing the template custom inspector correctly - * Fixed compatibility issue with 'Diffusion Profile' node on Unity 2019.3 - -* Improvements: - * Added tag system to node search and improved how nodes are searched - * Now words don't have to be in the same order of the name to match - * Reactivated SRP Batcher compatibility - * Each UnityPerMaterial Cbuffer set in pass now contains all declared property variables - -v1.6.9 rev 01: -* Improvements: - * Added support for HDRP v6xx over Unity 2019.2 - * HDRP v5xx now set as legacy and moved into the SRP (Legacy) folder - * LWRP templates remain the same between v5 and v6 - * 'Swizzle' node is now non-destructive when connecting data with less info than selected options - -v1.6.9 rev 00: -* Fixes: - * Fixed 'Component Mask' node preview - -v1.6.8 rev 07: -* New Nodes: - * Gradient - * Gradient Sample - -* Fixes: - * Fixed nodes incorrectly moving when interacting with popup fields in recent Unity versions - * Fixed issue on incorrect size for vertex normal data on LWRP Unlit template - -* Improvements: - * Added Built-in Fog option to LWRP Unlit template - -v1.6.8 rev 06: -* Fixes: - * Fixed issue on incorrectly selecting Shader Name textfield when opening an ASE shader - * Fixed issues on incorrect uv coordinates size over 'Grab Screen Color' node - * Fixed GPU instancing and vertex offset issues on all HDRP templates - * Fixed parse issues when capturing structs inside templates (API) - * Temporarily disabled SRP Batcher as it was not properly working - -v1.6.8 rev 05: -* Fixes: - * 'Grab Screen Color' now prevents Unity macro inconsistent behavior between Unity versions - -v1.6.8 rev 04: -* Fixes: - * Fixed issues regarding Diffusion Profile usage on HDRP - -v1.6.8 rev 03: -* Fixes: - * 'Grab Screen Color' now prevents Unity macro inconsistent declaration ending between VR and non-VR compilation - * Preventing compilation errors related to GPU Instancing on SRP - -v1.6.8 rev 02: -* Fixes: - * Added missing stereo config on LW Unlit template - * Fixed Blend Mode config on HD Lit template when choosing Opaque mode - -v1.6.8 rev 01: -* Fixes: - * Fixed compilation issue with 'Grab Screen Color' node on VR - * Fixed issue on Shadow Caster pass over HD Lit template v5.16.1 - * 'Grab Screen Color' node now takes VR into account on LWRP - -* Improvements: - * Share links now have permanent lifetime - * Added new Depth Offset option into HD Lit template v5.16.1 - -v1.6.8 rev 00: -* New features: - * Added Share button that uploads select data to the cloud for easy sharing - * Added Screenshot button that takes a screenshot of the whole graph and saves it to disk - * For now this is a Windows only feature - -* Fixes: - * Fixed issue on 'Toggle Switch' node registering a toggle drawer twice causing inspector warnings - * Fixed issue on not always capturing the Fallback library on templates - * Fixed both 'HSV to RBG' and 'RGB to HSV' node previews - * Fixed issue on sometimes losing directives info on Shader Functions after being moved into a different path - * Fixed issue on Shader Function being incorrectly loaded into a separate tab after being moved into a different path - * Fixed issue on certain Pass Options only being applied to main pass Master Node - -* Improvements: - * ASE now auto-imports SRP templates if they are installed via Package Manager - * It will also import correct templates in case of user switches between versions - * User still need to open the shaders and hit the Update button so they are compiled on the correct version - * Improved canvas buttons to better represent their purpose - * Improved PPS Template under Single Pass VR - * Mosaic Effect PPS sample now fully works across VR - * Set Port Name action can now be registered on Port options block(API) - -v1.6.7 rev 06: -* Fixes: - * Fixed multiple issues on 'Custom Expression' node - * Fixed layout issue when writing input names - * Fixed issue on updating InOut/Out ports when reordering inputs - * Fixed custom loading issue on void Output or Call mode when no inputs are declared - * Fixed issue where user could set main output type as OBJECT type - * Fixed incorrect text replacement on Call mode code - * Fixed Custom Types not being correctly declared - * Fixed compilation issues both on HD Lit and PBR when WRITE_MSAA_DEPTH directive is used - * Possible fix on VR issue with Lightweight RP - * Possible fix on issue with Unlit template when using Single Pass Stereo VR - * Possible fix on issue with 'Grab Screen Color' node when using Single Pass Stereo VR - -* Improvements: - * Added Variable Mode to 'Grab Screen Color' node - * Added new Alpha port on 'Blend Operations' node to enable a more layered like behavior - * Added support to SRP 5.16.1 - -v1.6.7 rev 05: -* Fixes: - * Fixed issue with alpha cutoff on both HD Lit 5.7.2 and 5.13 templates - -* Improvements: - * Added new template option functionality to copy properties from sub shader module (API) - -v1.6.7 rev 04: -* Fixes: - * Fixed issue on not taking variables declared on template into account when registering instanced variables - -v1.6.7 rev 03: -* Fixes: - * Fixed issue on 'Static Switch' node when setting default value on Enum type - * Fixed issue on 'Triplanar Sampler' node incorrectly activating mid and bottom index ports - * Fixed normal map unpacking issues with Lightweight RP over mobile - -* Improvements: - * Adding INTERNALTESSPOS into template semantics to prevent user issues - -v1.6.7 rev 02: -* Fixes: - * Fixed exposure issue on both diffuse and specular components over HDRP templates - -* New Templates: - * Adding specific templates for legacy HDRP v5.7.2 - -v1.6.7 rev 01: -* Fixes: - * Changed how depth fetch is done to prevent issues on single pass vr - * Tweaked 'World Position' node preview shader to prevent issues over PS4 - * Fixed issue on 'World to Object' node when used on templates - * Fixed 'Custom Expression' node issue with Auto-Register on shader functions - -* Improvements: - * Post-Processing Tool now works under a InvariantCulture to be region independent - * 'Static Switch' node now supports both shader_feature_local and multi_compile_local - * Only available on Unity 2019.1 and above - * Activate the Is Local toggle over the node properties - -v1.6.7 rev 00: -* New Sample: - * Volumetric Pixelize by Raphael Ernaelsten - -* New Nodes: - * Diffusion Profile - * Packed inside HDSRPTemplates.unitypackage - * To be used on Unity 2019 with HDRP 5.13 - * Baked GI - -* Improvements: - * 'Grab Screen Color' node now works on both HDRP 4.x.x and 5.x.x - * Added new Is Variable toggle on 'Custom Expression' node - -* Fixes: - * Fixed possible null pointer access when losing focus on a ASE window - * 'Texture Sample' and 'Texture Coordinates' nodes no longer breaks GPU Instancing/SRP Batcher - -v1.6.6 rev 00: -* Improvements: - * Added support for both Lightweight and HD SRP v5.13.0 on Unity 2019 - * Templates for SRP v4.x.x on Unity 2018.3 are still accessible through packages - * HDSRPTemplates 4xx (Legacy) - * LWSRPTemplates 4xx (Legacy) - * Updated 'Triplanar Sample' node to include a new position port - * Also updated TriplanarProjection sample to include this node usage - -* Fixes: - * Fixed issue with using vertex tangent data over SRP templates - -v1.6.5 rev 00: -* Fixes: - * Fixed issue on interpolator usage on template based shaders when current shader model max amount is reached - -v1.6.4 rev 03: -* Improvements: - * Improved Post-Processing Tool behavior - * Removed dependencies on Unity's Post-Processing Stack libs to prevent compilation issues - * Added new 'Allow In Scene View' option - -v1.6.4 rev 02: -* Fixes: - * Added missing ase_pragma tag over PPS template - -v1.6.4 rev 01: -* Fixes: - * Fixed issue with using 'Indirect Diffuse Light' node with Lightweight PBR template - -v1.6.4 rev 00: -* Fixes: - * 'Indirect Diffuse Light' node now works on the HD SRP templates - * Fixed memory leak on closing ASE windows - * Fixed port define issue with linked ports over template options (API) - * Fixed loading issue on 'Reconstruct World Position From Depth' shader function - -v1.6.3 rev 09: -* Fixes: - * Added missing ase_frag_input tag on Lightweight Unlit SRP template - * Fixed compiler issues when using 'Face' and 'Switch by Face' nodes on Vertex Ports - -* Improvements: - * Minor tweak on Simple GPU Instancing sample for GPU Instancing behavior to be more evident - -v1.6.3 rev 08: -* Improvements: - * Standard Surface custom ASE shadow caster can now be turned off - * Toggle on new 'Use Default Shadowcaster' option over Rendering Options group - -* Fixes: - * Nodes 'Face' and 'Switch by Face' now properly work over the HD Unlit template - * Fixed issue on missing ase_frag_input tags over HD Unlit - * Template Port Options can now be properly registered over SubShader (API) - -v1.6.3 rev 07: -* Fixes: - * Removed unnecessary code being used when on Custom Lighting - * Fixed 'Light Color' node not being correctly reset when on subtractive lightmaps - * Removed gi.light.color usage from Blinn Phong Light shader function as it was a temporary fix for the above - -v1.6.3 rev 06: -* Fixes: - * Fixed issues on 'Light Attenuation' node over Lightweight SRP - * Removed incorrect N.L contribution - * Fixed issue on duplicate variables when using multiple nodes - -v1.6.3 rev 05: -* New Sample: - * SRP HD Omni Decal - -* Fixes: - * 'Indirect Diffuse Light', 'Indirect Specular Light' and 'Light Attenuation' now works on Lightweight SRP - * Fixed issue on 'Screen Position' node previewer when on Screen Mode - * Fixed 'Screen Depth' node issue over Particle Alpha Blended template - -* Improvements: - * 'Static Switch' nodes now have a Reference mode - * Can use other nodes as reference, similar to 'Texture Sample' node - * Minor cleanup on 'Reconstruct World Position From Depth' shader function - * Can set shader functions as hidden so it wont show on context menu - * Activate Hidden toggle over shader function General options - -v1.6.3 rev 04: -* Fixes: - * Minor fix on Screen Space Detail sample - * Fixed issue on instanced surface terrains not being able to be picked/selected - * Fixed issue with lightmaps and instanced standard surface terrains - * Fixed issue with 'Four Splats First Pass Terrain' shader function on default templates - * Fixed issue with duplicate local variables on 'Texture Coordinates' - * Fixed issue on duplicate ST variable when using Particle Texture Parameter over Particles template - -* Improvements: - * 'Switch By Pipeline' node now takes default template and surface into account - * UsePasses can be directly registered by nodes on data collector(API) - * ASE Custom Shader Inspector now also shows SRP Batcher compatibility status - -v1.6.3 rev 03: -* Fixes: - * Fixed issues with Custom Lighting on Subtractive Lighting Mode - * Fixed issue on Diffusion Profile Id not being correctly written when Transmission is activated on HD Lit template - -v1.6.3 rev 02: -* Fixes: - * Fixed issue with Mosaic Effect PPS sample not opening correctly on Unity 2018.1 and 2018.2 - * Fixed issue on Multi Pass Distortion sample not taking skybox into account - -* Improvements: - * User can now specify sub-shader tags - * Moved RenderType tag to sub-shader level - -v1.6.3 rev 01: -* Fixes: - * Fixed issue on screen position calculation across all templates - * Fixed issue with 'Parallax Occlusion Mapping' node - -* Improvements: - * Minor tweak on Post-Processing Stack template - -v1.6.3 rev 00: -* Fixes: - * Fixed multiple issues with 'Triplanar Sample' node over SRP - -v1.6.2 rev 11: -* Fixes: - * Fixed issue on ST registry at 'Parallax Occlusion Mapping' node not taking SRP name convention into account - * 'Reconstruct World Position From Depth' shader function now compatible with HDRP - * Fixed crash caused by the 'Outline' node when attempting to be used on nested shader functions - * Fixed issues with 'Screen Position', 'Depth Fade' and 'Screen Depth' nodes on PPS template - -v1.6.2 rev 10: -* New Template: - * PostProcessStack - * Post-Processing shader based on Unity provided example - -* New Sample: - * Mosaic Effect PPS - -* New Tool: - * Post-Processing Stack Tool - * Generates a cs script with a PPS Renderer and Settings from a given shader - -* New Shader Function: - * Decoding Directional Lightmap - -* Improvements: - * Added inline property for Alpha to Coverage option on Standard Surface Shader Type - -* Fixes: - * Fixed 'Triplanar Sample' and 'Parallax Occlusion Mapping' nodes issues with texture arrays on SRP - * Fixed crash caused by the 'Outline' node when attempting to be used on templates - * This node is specific to Standard Surface Shader Type - * Fixed issue with using Lightweight PBR legacy template - -v1.6.2 rev 08/09: -* Fixes: - * Fixed issue with depth texture fetching on Lightweight SRP - -v1.6.2 rev 07: -* Fixes: - * Fixed issue on template asset post processor - -v1.6.2 rev 06: -* Improvements: - * Updated Decals code and removed warnings from HD Lit template - * Improved behavior when loading outdated meta from shaders using modified templates - * Added No Scale and Offset attribute to 'Texture Array' node - -* Fixes: - * Fixed instancing issues over HD Lit template - -v1.6.2 rev 05: -* New Shader Function: - * Blinn Phong Light Wrap - -* Fixes: - * Fixed issue with null pointer exception when hacking selection on dynamic ports - * Input ports which appear on p.e. 'Add' and 'Multiply' nodes when dragging wires - * Fixed shadow issues on HD PBR samples - * Fixed 'Billboard' node issues on HD SRP - * Fixed D3D11 internal compiler error on Android + VR over multiple templates - * Fixed issue with Depth Texture declaration on particles template over Android + VR - * Fixed issue with local var declaration of custom types on 'Custom Expression' node - * Fixed issue with 'Object To World','World To Object' and 'Transform Position' nodes - -* Improvements: - * Added the action of (de)activating ZWrite when Surface type is selected on HD Lit template - * Added the action of selecting correct Blend RGB when Surface Type is selected on HD Lit template - * Improved failsafe to when template creators changes order on passes, removes or add new ones - * Depth Texture now being declared with Unity's own macro on Unity 5.6 and above to prevent issues - * Updated HD templates and samples to v.4.9.0 - * Users can still use v4.8.0 although template shaders will present an error - * Final compiled shader will have error removed - * Added Refraction's Chromatic Aberration as an Inline Property on Standard Surface - * Located on Blend Mode menu, bellow Refraction Layer option - * Only shows when Refraction port is connected - * 'DecodeLightmap' now working on latest SRP templates - * 'Fetch Lightmap Value' shader function now takes SRP into account - -v1.6.2 rev 04: -* Fixes: - * Fixed World To Object and Object To World operations on Lightweight SRP - -* Improvements: - * Added support for Terrain instancing over Unity 2018.3 - * Correctly handling when user wants to disable main output node - * Minor tweaks over SRP templates global tags to be able to properly inject code dependent on vertex data - -v1.6.2 rev 03: -* Fixes: - * Fixed issue on HD Lit Motion Vector's pass - * Fixed issue with Default UI template when used on Sprite Renderers - -* Improvements: - * SRP templates no longer have CBuffer block pre-written - * Instanced Properties now correctly declare CBlocks - * Added new Receive Shadows option into Lightweight templates to correctly handle shadows - -v1.6.2 rev 02: -* New Node: - * Instance Id - -* Fixes: - * Fixed issue on not being able to have multiple property nodes fetching the same variable - * Fixed version issue on both HD and LW samples - -* Improvements: - * Removed hard cap on interpolator usage on templates - * Message is thrown to the user if maximum allowed by shader model is reached - -v1.6.2 rev 01: -* New Template: - * HD Lit - -* New Sample: - * SRP HD Lit Refraction - -* Improvements: - * Can add options on template which lets users change its behavior when using it on ASE - * Added Vertex Position option into Unlit and SRP templates - * Specified value on Vertex input port can now be either a relative value or an absolute one - * Passes can now be excluded from final shader through Available Passes menu over SubShader Properties - -* Fixes: - * Fixed issues with Lightweight PBR Shadow Caster on WebGL and Android - -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 |