#📚-shadergraph-markdown

📦 : https://github.com/needle-tools/shadergraph-markdown

🧵 Threads (6)

8enton

Hi. I'm interested in shadergraph markup examples, specifically bc no Toon shaders I find work with Needle portals... Any ideas? Thnx ~be

marwi123

Hello <@811370217652748318> how does ShaderGraph Markdown solve the problem of toon shaders not working with Needle Engine ?

8enton

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

hybridherbst

<@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.

hybridherbst

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 🙂

_mrmiyagi

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?

hybridherbst

No, it doesn't reset values on the material, the point is that it keeps them 🙂

hybridherbst

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

_mrmiyagi

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

_darkblizzard

<@519636239658385605> Hi! Great stuff Shader Graph Markdown! Any information about future updates, like Different background color, Logo, etc?

_darkblizzard

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

hybridherbst

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)

_darkblizzard

<@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:

dancliff

Hi all, does this work for 2022.1.15f of unity or if not is this planned for the future?

dancliff

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

hybridherbst

Good point, we should update that! – if you have a license you can also use the GitHub / OpenUPM version commercially

dancliff

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?

hybridherbst

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

M
Michelle Hayden

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.

hybridherbst

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?

M
Michelle Hayden

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?

hybridherbst

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.

M
Michelle Hayden

Wonderful! I was hoping this was the case. Thank you for answering my questions and getting back to me so quickly.

hybridherbst

That being said - any license fees go back into feature development, so I encourage you to buy licenses nonetheless 😉

_darkblizzard

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'`

romahadev

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.

romahadev

Here is the example of broken order (what I see each time I open shader in shader graph editor)

romahadev

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

hybridherbst

I think it should support 2022.3 too. Can you clarify what the difference between those two screenshots is?

hybridherbst

. 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

romahadev

I may try. What you mean under "disable it entirely"? Remove entry from custom editor field?

xiao_liu228

Hello, is there a way to let the Suface Options option customize the sort position, I want it to be at the top

hybridherbst

No, most people I talked to preferred the properties at the top since they change much more frequently

hybridherbst

Yes exactly. Remove it, save, then reopen the graph and check if you can move properties around.

doktorn7950

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?

doktorn7950

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.

hybridherbst

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

heytalon

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.

heytalon

I'm specifically looking for something that will fold out a vector into float fields, not sliders (there is some documentation for that)

nopunintendo

Seems like there's an issue with notes -!NOTE being underneath an inlined property Prop && and becoming hidden and causing following properties to indent

nopunintendo

also if you have any clues as to what could be conflicting with the package causing this flickering?

kipash

Ok, thanks for letting us know, some one from the team will reply when they'll be able :)

nopunintendo

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

leandrogiorni
Leandro Giorni

I tyried installing the package but the sample folder seems not activated and it didnt install anything

leandrogiorni
Leandro Giorni

Using the Shader Markdown on my shader I got those options eliminated. Is there anyway I can get those options back? Thanks in advance

hybridherbst

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

sky216

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?

robinvfxlabs

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'.

marwi123

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

marwi123

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).

robinvfxlabs

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?

hybridherbst

Can you remove the line "com.needle.shadergraph-markdown" from your manifest, and then try re-downloading it through this screen again?

robinvfxlabs

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.

hybridherbst

That just means your manifest is mal-formed? E.g. there's double quotes before com.annulus and a single one afterwards.

marwi123

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.

robinvfxlabs

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

hybridherbst

Can you try again? I might have found what I believe to be a slight misconfiguration that should now be resolved.