作者: hyui 时间: 2014-5-12 06:56
thx for update!作者: wucnj 时间: 2014-5-12 08:44
感谢分享!!!作者: felix.signup 时间: 2014-5-12 08:50
工具很强大,谢谢楼主作者: dxxd 时间: 2014-5-12 11:39
太贵了,~不过还是感谢楼主分享~~~作者: HIDEOKOJIMA 时间: 2014-5-12 12:14
感谢分享!作者: kk123456 时间: 2014-5-12 12:36
太贵了,下次再買 作者: ku 时间: 2014-5-12 19:33
New in Shader Forge Beta 0.34: (Unreleased)
• All nodes can now be created with hotkeys using a new quick-select menu!
- Holding a letter on the keyboard will display a menu of all nodes starting with that letter
- Scrolling the mouse wheel will move you through the list
- Clicking will create the highlighted node
• Fixed an issue where deferred pre-pass shaders didn't handle gloss values of zero properly
• Fixed a bug where you couldn't use the light direction node in the outline color input
• Fixed a bug where fog didn't work on deferred pre-pass shaders
• Potentially fixed a bug where your locale would make shaders write commas as decimal separators rather than periods
New in Shader Forge Beta 0.33: (Latest public version)
• Deferred Pre-Pass lighting is now supported! However, it has the following limitations:
- Blinn-Phong only
- Unavailable main node inputs: Diffuse Power, Transmission, Light Wrapping, Custom Lighting, Alpha, Refraction, Outline Width/Color
- Gloss will always be remapped from [0-1] to [0-128]
- Specular highlight colors won't be 100% accurate
- None of the lighting nodes will be available, except ambient light
• Added node: Switch
- This is a property node, exposed in the inspector as a checkbox
- Outputs the Off input when unchecked
- Outputs the On input when checked
- Note that this is an active branch, not a static branch
• Added node: Toggle
- This is a property node, exposed in the inspector as a checkbox
- Outputs 0 when unchecked
- Outputs 1 when checked
• You can now switch Channel Blend method between Summed and Layered:
- Summed means it will multiply all channels, and then add them together
- Layered means it will blend the channels on top of each other, commonly done in terrain shaders
• The forward rendering lightmapping has changed a little in how it deals with real-time lights
• Fixed a bug where energy conservation broke the shader when using a non-PBL lighting mode without specularity
• Broken shaders saved with a property node bug from 0.29 should now load without locking up Unity作者: Tomleung 时间: 2014-5-12 23:54