2. Being able to choose “Create Node” organization levels for custom sub graphs (and in future, CodeFunctionNode)
Example: Being able to choose a new grouping so instead of “Sub Graphs > CustomSubGraph” you can place it in “MyCustomGroup > MyCustomSubGroup > CustomSubGraph”
3. Ability to choose model shown in custom sub graph view. Maybe model chosen in main preview should be used in the instance’s view or have sub graph settings.
Example: We can choose model shown in main preview but when using a custom subgraph node, the sphere model is shown.
4. Shader graph routing nodes for node link organization (like Unreal Engine’s reroute node)
Example: Look at Unreal Engine’s reroute node (the two blue circles in the center)
I believe organizing is the critical thing in the visual editors for readability and reusability. Another feature should be added is the aligning multiple nodes in each other. I don’t know if I can contribute to the Shader Graph, but I’d like to! I already did some aligning options in a custom GraphView editor, and I can happily implement this (or other little things) to the Shader Graph!
I am a new developer and trying to assess what best practice is with shadergraph. I have a game object which can have many things happen such as (heats up, cracks, dissolves, etc.), is it better to have all of these effects in one shadergraph or use a script to change shaders? What is best practice? Thank you in advance.