Hi, sorry. Any update on this?
#📚-shadergraph-markdown
📦 : https://github.com/needle-tools/shadergraph-markdown
🧵 Threads (6)
Hey, today's a national holiday here, will take a look later this week
Hi. I'm interested in shadergraph markup examples, specifically bc no Toon shaders I find work with Needle portals... Any ideas? Thnx ~be
Hello <@811370217652748318> how does ShaderGraph Markdown solve the problem of toon shaders not working with Needle Engine ?
Hi Not that I can see. Are there specific shadergraph markdown examples? Finally got toon shaders (toony colors pro) to work in the editor but dont show up in browser. Thnx
You can find examples in the readme here: https://github.com/needle-tools/shadergraph-markdown
<@811370217652748318> just to clarify, ShaderGraph Markdown is an editor-only tool to make better material inspector and organize ShaderGraphs. It does not influence how and what shaders get generated.
Needle Engine can export shaders independent of how they were created, but especially Lit shaders (and that includes custom lit, like toon shaders) aren't well supported on Export yet. This is a known issue and something we're planning on improving. Again, that has nothing to do with ShaderGraph Markdown 🙂
Helloo, I was wondering if anyone in here knew anything about refactoring shader property names while maintaining material values?
Issue:
- Apply custom shader to material.
- Change value of "Property X" on material.
- Rename "Reference" name of "Property X" in shader.
- "Property X" on material has its value reset to default.
I know there is the shader refactor tool in markdown which does a perfect job of renaming but it still resets any values on the material?
No, it doesn't reset values on the material, the point is that it keeps them 🙂
It scans your entire project for materials and animations using that shader property and renames them as well. Also lists scripts, but I found it too scary to have it automatically change those, but the ones that may use the property are logged
Ah just realised I was using it wrong all this time 😂 I wasn't saving the material changes before clicking the replace button which meant it wasn't updating the material values correctly
All working now though, user error from me 😂
<@519636239658385605> Hi! Great stuff Shader Graph Markdown! Any information about future updates, like Different background color, Logo, etc?
Hey! Do you have an example of what you're looking for?
I would have, sec
I work in Architecture Visualization field and my Nodes sometimes are very big (most, preprocessing images)...I get headache when I have to scroll my options to setup surface, Will show you sec
so this is before you plugin (I did not yet start organize it)
and this one is simple....
with your plugin I will reduce a lot tabs and make more simple
for future upgrades (maybe) I would like to have this (not sure is possible):
Like this example from PIDI
I see, thanks for the context. So usually we want to keep UIs familiar to people - close to the Unity style guides, and not over-branded. I'll see if I can add a image reference in some way though (for something like the one at the top)
ok, this actual also looks cool, np
<@519636239658385605> can you help me? (with this option I lost totally 😄 ) I wanted make UV/Cubic by !REF KEYWORD_NAME So will be two options under property draws:
should be like that:
I do not know how to force boolean to switch On/Off
the manual is unclear for me....
Hi all, does this work for 2022.1.15f of unity or if not is this planned for the future?
Hi, are you encountering any specific issues? Should work 🙂
ah haven't bought it yet but wanted to double check it worked for 2022 before buying some licences for my work. As on the github it says it supports 2022 but on the unity store it only says 2021 I assume it's just not been updated but would rather check before buying
<@144219032352980994> you can download it from github to try and buy it if you're happy with it and use it for work: https://github.com/needle-tools/shadergraph-markdown
ah that's great, thank you!
Good point, we should update that! – if you have a license you can also use the GitHub / OpenUPM version commercially
when I add a conditional to a parameter name is there anyway to make it not automatically add that conditional to the reference name or is that just how shader graph is built?
Ah let me guess, you're on 2021.3+? They changed behaviour there. You have to manually change the reference name once so that ShaderGraph doesn't auto-change it anymore
Hello! I have a Shader written with the Better Shaders plugin. In Better Shaders it's possible to use it's export feature to allow for people who don't have the Better Shaders plugin installed to use the Shader you created with it.
Is it possible to use ShaderGraphMarkdown with Better Shaders and allow people who don't have ShaderGraphMarkdown installed to see the desired Material Inspector? If so, how? Utilizing Better Shader's export feature directly didn't seem to produce the desired result.
Hi! Since Shader Graph Markdown is designed as progressive enhancement, there wasn't a real need to bundle it with shaders so far (they don't break if its not present), users can just install the package from OpenUPM / via installer. You could add a link to the installer to make this even more seamless. Is there a particular reason why installing SG Markdown as package would not work?
On a technical level, it works swimmingly! What gave me pause were the licensing implications. The GitHub repository/OpenUPM for SG Markdown mentions the paid version on the Asset Store is what is appropriate for commercial use. So if I'm working on a commercial product; is it acceptable for the individuals in engineering working with SG Markdown to have paid for licenses, and the individuals in Art who would be using what SG Markdown creates the free open source install?
Strictly speaking on the Asset Store license not (Unity requires one seat per user), but we're always open for discussion and learning about use cases – one reason for having this hybrid license model for SG Markdown was enabling such use cases of bundling / distribution.
Wonderful! I was hoping this was the case. Thank you for answering my questions and getting back to me so quickly.
That being said - any license fees go back into feature development, so I encourage you to buy licenses nonetheless 😉
<@&722002295084023861> spam in most channels
Banned
Hi <@519636239658385605> Can you update it to official 2023 version? `Packages\com.needle.shadergraph-markdown\Editor\MarkdownShaderGUI.cs(1352,54): error CS1503: Argument 1: cannot convert from 'UnityEngine.GUIContent' to 'string'
Packages\com.needle.shadergraph-markdown\Editor\MarkdownShaderGUI.cs(1352,112): error CS1503: Argument 6: cannot convert from 'string' to 'bool'
Packages\com.needle.shadergraph-markdown\Editor\MarkdownShaderGUI.cs(1352,130): error CS1503: Argument 7: cannot convert from 'System.Action<UnityEngine.Vector2>' to 'string'`
Thanks for the ping! I'll see when I find time for that. PRs welcome 🙂
Hi guys. I just started to explore markdown GUI tool, and met the problem - setting up the foldout areas in Sahder Graph the order just not saved. However, when I added foldout areas initially it seems to work OK, but after I renamed some of them everything has broken and I can't restore proper order.
Here is the example of broken order (what I see each time I open shader in shader graph editor)
Here is the fixed order. I save save - nothing happens in material inspector. I open shader graph and again see broken ordering. I am on Unity 2022.3.15 and URP 14.0
Oh, seems because markdown supports Unity 2021.2 and URP 12... Sad
I think it should support 2022.3 too. Can you clarify what the difference between those two screenshots is?
. Ah, the "Occlusion Map" foldout has moved down?
Can you disable ShaderGraph Markdown entirely and check if the same issue happens? We never reorder anything in the ShaderGraph properties at all, so this may actually be a ShaderGraph bug
I may try. What you mean under "disable it entirely"? Remove entry from custom editor field?
Hello, is there a way to let the Suface Options option customize the sort position, I want it to be at the top
No, most people I talked to preferred the properties at the top since they change much more frequently
Yes exactly. Remove it, save, then reopen the graph and check if you can move properties around.
I justed tested 2022.3 and 2023.3 and can't reproduce that issue
<@332468003151282176> sorted, thanks
Hey Guys - I'm trying to see Surface Options when using Amplify but it doesnt seem to work (nothing happens when checking Show Original Properties), sometimes it works when I use Shader Graph but seems quite unreliable - is this a known issue?
Which Unity / URP / ShaderGraph / Amplify version? 🙂
Ah sorry! 2023.2.8f1 HDRP with Amplify 2.1.1 - I downloaded the latest version of Markdown from Git because the Asset Store release did not work properly with our current version of Unity.
Thanks for the details! I'll try to take a look. Please note in the general case we can't support non-LTS versions – 2023.2 is not LTS
Totally understand! Thank you for taking a look anyway! 🙏
Hi there, I'm trying to make this Vector Group example that you have in one of the ReadMe images. There doesn't seem to be any documentation on how to do it.
I'm specifically looking for something that will fold out a vector into float fields, not sliders (there is some documentation for that)
Seems like there's an issue with notes -!NOTE being underneath an inlined property Prop && and becoming hidden and causing following properties to indent
also if you have any clues as to what could be conflicting with the package causing this flickering?
Hey 👋 what Unity version do you use?
2021.3.25f1
Ok, thanks for letting us know, some one from the team will reply when they'll be able :)
does this still happen on latest Unity?
The latest I've tried is 2023.2.20f1, but in that version the package is throwing 3 compiler errors from MarkdownShaderGUI.cs at line 1352
I tyried installing the package but the sample folder seems not activated and it didnt install anything
Using the Shader Markdown on my shader I got those options eliminated. Is there anyway I can get those options back? Thanks in advance
Which render pipeline and version and Unity version is this?
Samples for packages can be installed via Package Manager. Select the package in PackMan, click on "Samples", and install the ones you want to have
Im using Unity 2022.3.23f1 and URP 14
hi! apologies if this ive just missed this somewhere, but what is the option/attribute to use to get the second of these two options from the documentation?
ie vectors with boith sliders AND fields rather than the simple 0-1 fields set up by &
<@519636239658385605> (all channels)
Urghhh thanks so much for pinging me, still half asleep 😴
Should be gone now.
I'm having trouble installing ShaderGraph Markdown v1.5.0 through the Package Manager. I've tried different Unity versions, but none of them seem to work. I always get the following error:
An error occurred while resolving packages: Project has invalid dependencies: com.needle.shadergraph-markdown: Version '' is invalid. Expected one of: a 'SemVer' compatible value; a value starting with 'file:'; a Git URL starting with 'git:' or 'git+', or ending with '.git'.
Hi <@1007718502297255976> How did you try to install it exactly and which Unity version did you try exactly? If possible also share the Package manifest from your Unity project in Packages/manifest.json
I tried installing on 2022.3.49f1 and 6000.0.58f2 through the package manager
Unfortunately through the package manager can mean a lot of things. Could you be more specific?
The package version is missing so it's not installing (e.g. 1.5.3).
There's not that many options, I can either import 1.5.0 or re-download it. Re-downloading doesn't help either. Not sure what else there is to do, are there any other ways of installing the package?
Can you remove the line "com.needle.shadergraph-markdown" from your manifest, and then try re-downloading it through this screen again?
That doesn't help, it just gives a different error:
Failed to resolve packages: The file [path] is not valid JSON: Expected double-quoted property name in JSON at position 2823 (line 58 column 3) while parsing '{ "dependencies": { "com.annulus'. No packages loaded.
That just means your manifest is mal-formed? E.g. there's double quotes before com.annulus and a single one afterwards.
Here's how the manifest.json should look like (based on what you sent above) without the com.needle.shadergraph-markdown entry and needle registry.
Alright just imported again and removed the line, no error now. But as soon as I import the package again, it adds the same line without the version and it breaks again
Redownloading also doesn't help
We're looking into it! Sorry for the inconvenience
No worries, I appreciate the help!
Can you try again? I might have found what I believe to be a slight misconfiguration that should now be resolved.
Yess, it's working now. Thanks for the quick fix!
Thanks for confirming! And hope you enjoy Shader Graph Markdown 🙂