A few weeks ago we decided to think about what would make the shader editor batter... We came up with a big list, and implemented it. This is Beta 4 of the Strumpy Shader Editor.
Contributers
Stramit
Texel
Special Thanks
Alex Chouls
Sophie
And the people that tested this (bugs and all) pre release.
Documentation
Remember to check out
Texel's
documentation
here
.
Planet tutorial by
Clamps
here
Also check out this new
video on SSE Beta 4
A scene made by warby, where the shaders were made in SSE
Donation
This project is free for all members of the community. If you are a big studio, or really enjoy using the Shader Editor and would like to donate towards the project we would really appreciate that, the cost of software purchases needed to make this has added up. You can donate via paypal
by clicking here.
Download
Click the link at the bottom this this post to download.
Upgrading Notes
Before upgrading please remove Strumpy Shader Editor 3.3x from your project. Back up / move any graphs you would like to keep before deleting SSE 3.3x.
Please back up all of your graph files before upgrading. Graphs from Strumpy Shader Editor 3.3 should be compatible with 4.0 with no modification. If this is not the case contact us immediately either via this thread or PM. Please include a copy of the graph. We do not foresee any issues though.
After you have upgraded to 4.0 it will be necessary to update the shader settings as they have changed between 3.3 and 4.0. These have changes so much that it was impossible to ensure complete backwards compatibility. Of note is that you should really check the depth write states, and the blending states of the loaded shader. These can be found in the 'setting' tab on the right pane.
Features
New Preview Window
The preview window is now it's own entity. This allows for resizing and moving it onto a separate monitor.
New Input / Property Configuration
All inputs are now configured via the Input tab on the settings pane. This maps more closely with how unity handles properties. In this block define all the inputs you with to use (Use the ones under the unity tab if you want fallback shaders to work nicely). When you add a property node to a graph you now link it to one of these inputs rather then defining it in the node itself.
New Settings Configuration
Selecting settings from the master node of the pixel graph was getting a bit frustrating... especially if you normally work in the vertex or lighting graph... so we moved it to it's own location. It can be found as the third tab on the configuration toolbar.
Node Menu
We have also added a new menu which lists all nodes in SSE. If you can't find the node you are looking for this menu can be filtered. It also features handy tooltips explaining what each node does.
Graph Map
Sick of getting lost on very big graphs? We have added a map that shows where you are on a given graph! This map automatically pops up when you are panning around. We have found it very helpful!
New Context Menu
The old context menu was a bit frustrating to use, so we rewrote it. This menu is much easier to use and matches whichever OS you are on.
Fallback Support
If you specify a shader fallback it will be used (default is simple diffuse shader). In unity fallbacks work by the fallback shader having the same property names as those specified in the shader you are falling back from. To make this a bit easier in the Inputs tab we have predefined all the 'default' unity input names. We really recommend using these names if you want fallback to work properly!
LOD Support
This is a slider and is supported if you wish to have a LOD for your shader. Make sure you have a valid fallback specified!
Massive Performance Enhancements:
Fixes here and there have really added up. This should be the most performant version of the editor thus far. Especially with big graphs!
Bug fixes
*XBox 360 shaders should now be working properly
*Numerous small fixes
Asking for help with shaders
If you need any help with the shader editor or shaders in general ask away here. We will help where we can!
Bugs
It is inevitable that some bugs have slipped though the cracks for this release. If you run into any issues at all post in this thread. The more issues you report the more we can fix. We want this tool to be as usable as possible so any / all feedback is welcome!
Procedural Lightening Created using Vertex Shaders in SSE