🧵#amplify custom shader GUI
Anything on your console?
nothing
Which sg markdown version do you see on package manager?
Ok. Strange! Can you try going back to 1.1.4 for a moment? The .pre release was just a few days ago
This should definitely be working, and at least there should be an error message or anything, not downright Unity ignoring the custom shader GUI
1.1.4 works!
Thank you!
Ok cool - so something in the preview then, that's good to know. Well, it's a preview for a reason. Thanks for reporting!
Hey <@!700619590790545500>, if you have a moment would be great if you could try switching back to 1.2.0-pre.2 to see if the issue is still there - thanks!
I only tested the # Header and everything looks fine, the only regret is if you can bring back the ASE "Open in Shader Editor" button?😆
Haha – I think that's actually a relict of old times, you can just double-click or click the existing "Open" button and the same will happen
Good to know that it works - note that's the same version that didn't work for you last time 🙃 not sure what went wrong here.
I usual need to open it in Inspector.
And that "Edit" button next to the shader doesn't do what you want?
Edit will open Code not graph
Edit only works with shadergraph not ASE
🧐 hmmm wonder why the ASE team didn't fix that so far. I'll take a look
Thank you
Hm. Just tried it and "Edit" does, indeed, open the Amplify editor as I remembered
Are you sure it doesn't for you? 😄
I'm pretty sure that at this moment I'm running unity and hit edit, and it opens code instead of graph...
Peculiar. You're on 2020.3.16f1 with Amplify 1.8.8 or newer, right?
1.8.9r16
Just to show I'm not making up stuff 😄
Interesting - selecting a material in the Project and clicking Edit opens the Graph, selecting a renderer and clicking Edit on the material opens Code
I guess that's an Amplify bug
Indeed, maybe ASE has its own logic😆 ...thanks
By the way, maybe you can creat some node for ASE to add markdown tag? Like Note Node from https://github.com/DMeville/AmplifyShaderCommunityExtras.
I could – the main reason I didn't want to do this (neither for SG nor for ASE) is that we try to build extensions that are always optional – that is, if you rip SG Markdown from your project for whatever reason, your shaders must remain functional.
Neither SG nor ASE like it when custom nodes suddenly don't exist anymore
If it is just tag function tags that are not actually connected to any nodes, they are only responsible for generating [tags], then when deleting SG Markdown, ASE will just indicate that these nodes are missing and remove them in the final compilation, while SG seems to still keep these wrong nodes.
Anyway, this is just an idea, still hope ASE can work with you guys in depth.😋
Ah, that's interesting, if ASE has that option that would make this more viable for sure.
hack it! HACK IT!😈