@Moferad Yeah that’s a good idea. It will be added as a more generic lighting input in the Surface node. Most likely like this: https://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Manual#Custom_Lighting_Model
@John yes excellent!!
Hi! I’d like to second what @Moferad has requested with the texture wrapping options. Having issues trying to get my textures to reliably stop repeating in cases where I’m using textures as masks. Is there a way that I can apply some texture wrapping params? Awesome software!!
@sethhall Here’s a workaround for the time being with regards to clamping. It’s a bit messy but gets the job done:
Hey everyone!
I was trying to post some topics I wrote down, but I have to wait 60 seconds to post a new topic and when posting within 60 seconds, waiting 120 seconds is required. It would be great if those values would be lower.
Here are the topics, which are all about Shade:
Texture alpha channel
When using an image (.png file exported from Procreate), I am not getting an alpha channel to use for opacity. The preview of “Texture asset” does seem to show transparency, but when connecting its output to a Texture node, the background is just black and trying to use the alpha output of Texture doesn’t result in transparency when linking it to Opacity or Opacity Clip.
Quad UVs flipped U
When using a texture on the integrated quad mesh, the image is flipped on the U axis. This can be solved by One Minus the U value and combine UV to new UV coordinates, but it’s just a workaround.
Hide overview
It would be useful being able to hide the overview UI (bottom left on iPad only) while panning the view.
Vertex colors don’t work
I’m not sure this is a forger issue or a Shade issue, but when using meshes from forger, I cannot use the vertex colors painted in forger (obj export) by accessing the Vertex colors node in Shade.
Save preview scale
When closing and opening a file, the preview scale will be set back. It would be useful if the preview scale was saved.
Prop update
When selecting a different mesh for Prop, the Prop mesh only updates once another mesh is selected.
Move Prop
Prop meshes cannot be moved by dragging an axis of the gizmo.
Undo redo gestures
It would be useful to be able to undo and redo by two finger and three finger tap, just like Procreate uses the gestures. 3 finger iOS gestures (since 13.x) are much slower and more unreliable.
Scene Color doesn’t include Prop
When using Scene Color as Diffuse input for a mesh, a Prop that’s placed behind that mesh will not be part of the GrabPass. Not even the floor will be included, just the grid.
Shaderlab import?
I bought the pro version of Shade, which should include Unity shader export. Are there any plans to include Unity shader import?
Best wishes,
Shu
@shushustorm Thanks for the feedback. I think pretty much all of those things should be possible to fix. We also have a public Trello board to keep track of bug reports and feature requests - https://trello.com/b/KcQn3GhD/shade-feedback
@shushustorm I’ve added those bug reports and feature requests to Trello and will try get address them as soon as possible
Thanks for your reply!
I registered for Trello, but it doesn’t seem like I can post new things there. So I will keep posting new feedback here:
Previews sometimes not updating
Sometimes, the previews of some nodes and also the preview window of the rendered mesh don’t update when doing changes. They will eventually update when closing and opening the file again.
Toggle all previews
It would be great to be able to toggle all previews on and off at once to preserve battery life.
Setting individual node channels doesn’t work
I might be doing something wrong, but when zooming in on a conversion bubble, I can see which channel gets mapped to which and the manual states I can rewire those. But I cannot do that.
Undo crashes
Unfortunately seems sporadic, but sometimes when using Undo, Shade crashes.
Most of the things I mentioned are smaller issues or things that could slightly improve workflow. Personally, I’d say the most important things are:
- Texture alpha channel (which I read on Trello works for you, so I will give that another try. I didn’t use an “Add” node, though. I just connected Texture out “a” to Opacity.)
- Vertex colors don’t work (may not even be an issue of Shade)
- Battery charge goes down somewhat rapidly (I didn’t mention this explicitly, but some of the things I suggested (“Hide preview”, “Toggle all previews”) would make it easier to preserve battery life; if you can, however, increase overall code performance, that would be great, too - I’m just not sure if there is any room to improve or if the tasks are simply somewhat heavy).
Thanks for developing this great software! It’s very useful to be able to preview shader ideas on iOS devicers. I am going to have to rewrite optimized versions of those shaders anyway, but being able to do some work on shaders anywhere, using an iPhone, is very useful! And not just from a shader development perspective, but also being able to preview textured meshes using custom shaders on iOS is great!
@shushustorm Thanks for the continued feedback!
I’ll check why you can’t edit the Trello board
The previews not updating is a known issue since we changed it to only update when necessary (some things slipped through the cracks)
Toggle all previews is a good idea in terms of battery life. Speaking of which the main problem with Shade is that the UI continuously draws at a fixed rate. This is a bit of Codea limitation, which may be fixed in the future though.
I believe that the .obj format does not support individual vertex colours. If you use something like .stl, .fbx or .blend you should be able to use them.
I couldn’t find an issue with alpha not working. You do not need to use an add node or anything. Can you send me a .shader file showing the issue you describe?
Undo crash sounds bad, if you manage to reliably reproduce it let me know so I can try to fix that.
There is UI input issue with swizzle pips where you have to very quickly drag to rearrange them, which I need to fix.
Here’s an invite link to join the Trello board: https://trello.com/invite/b/KcQn3GhD/bb21087ce5c19742e04d2d0d7c7324c8/shade-feedback
Alright, thanks for the reply!
Vertex Colors do work and you’re right, .obj doesn’t seem to include that data. I used a .blend from desktop, which I usually do when working with vertex colors, and the Vertex Colors node does indeed output vertex colors. .stl doesn’t seem to work, though and .fbx seems to have a scaling issue (.stl exported from forger and Blender, .fbx exported from Blender).
I do think the undo crashes were caused when undoing some wiring, but I’m not sure. I can send more information if I’m able to reproduce it reliably.
Concerning the swizzling, I tried rewiring fast once the zoom in completed and sometimes it does indeed work, but that’s somewhat fast interaction required for consistent usage. Would be great if this was fixed at some point.
Also, posting to Trello works now, thanks! I already added some more suggestions.
@John - probably seen this loadsa times but - I tried to load a shader from my Codea root folder, it displays the shader icon fine with other icons greyed out. On selecting one to load you get an error ‘something went wrong with baking your shader’, with a full listing of code in blue text over the left hand window. But, if you drag back that window you see the Codea warning that the old asset addressing is no longer in use and has been replaced by the new one. This is probably because Shade is built on top of Codea and the old Codea shader formats are incompatible but I was a little surprised to see the addressing warning. Doesn’t Shade adhere to the new asset addressing system?
Just a quick thanks. The last couple of updates on Shade have made massive steps. Love the integration with the filing but most of all the information support on the Shade features, really helpful, well thought out - good support. Great examples too. Thanks.
@John - I think I figured this out. The alert is posted because the files in the Codea root don’t comply to standard directory structure.
@Bri_G I see what you mean, we should probably detect the old bundle format and handle it properly. Some of the assets are still using the old system, which I keep forgetting to get around to