Loading...
- v1.0.0Android
- v1.3.2iOS
This fixes a bug when creating shaders in the newest version of iOS
- v1.3.1iOS
- Bug Fixes - Fixed errors in Screen Size, Volume Flatten and Volume Textures nodes - Fixed shader error in Noise 3D node when no position input is connected - v1.3iOS
- Shade Standard is now free (as in beer) - All standard users have been upgraded to Shade Pro free of charge - The free trial now unlocks Shade Pro for its duration - New Example - Trail Effect - New Nodes - Screen Size - The size of the screen :O - Engine - Updated to Lua 5.4, improved performance and garbage collection - GLTF added to supported preview model formats - Interface - Gradient editor handles touch interaction more consistently - Swizzle connections are now easier to drag - Experimental (Beta features) - Drag images into the gradient editor to sample colors directly - Transform - Arbitrary 3D vector transformations - Time Shift - Shift time for any expression further down the graph - Function, Input and Output nodes enabling subgraph editing (very experimental) - v1.2.8iOS
- Custom Lighting (finally) - Use Light Params and the new Lighting input to have direct control over all lighting in your shader - New Example - Toon Shading (using custom lighting) - Triplanar (Simplified) (using new Triplanar node) - New Nodes - Light Params - for use with custom lighting - Triplanar - simplified triplanar mapping in one node - Spherical (replaced Spherical to Cartesian) - SDF Paint - Experimental (so much so they have no icons yet) - Transform UV - experimental sub-network transformation shinanigans - Buffer / Buffer Source - experimental double-buffered texture wizardry - Exporter Plugin System - Support for custom lighting and custom unpack normal methods - Unity (Surface) plugin - Added initial support for custom lighting - Now using UnpackNormal() for normal maps - ShadeUtility.cs is now bundled with the plugin (but not exported), copy to your Unity project in an Editor subfolder to use - Graph.json is now exported as well for use with ShadeUtility.cs - Texture sampling in vertex function now uses tex2Dlod and correct parameters - Default Unity.shader exported in .shader bundles now matches this plugin - Plugin now exports folders without .shader extension for improved portability (does not effect ShadeUtility.cs) - Misc - The IAP is a once off forever purchase, functionally identical to a full-price app - v1.2.7iOS
- Fixed the main menu UI in the library from rendering incorrectly - Some potential crashes fixed - Improves usability on Mac
- v1.2.6iOS
New Examples: • Simply Sand - Stylised PBR Island Sand Material based on a certain game with animals that cross paths • Jack-O'-Lantern - Spooky Halloween pumpkin showing off vertex displacement and parallax offset effects Performance: • Reduced texture memory consumption by roughly 1/3rd (should help with super-heavy graphs like Forest Floor) • Reduced node-preview resolution to save memory Bug Fixes: • The background input for Tiler nodes no longer rotates when setting random rotation • Non-pattern inputs for Tiler nodes now use coordinates relative to the Tiler (instead of stamps) Misc: • Updated IAP copy to make extra double super sure that users know we do not have subscriptions, just a FREE trial
- v1.2.5iOS
New Built-In Plugin: • Map Export, export all texture maps to a folder for use in other tools and apps Bug Fixes: • Repeat/Mirror/Clamp sampling options for texture-based nodes now work correctly • Updated several plugins to export folders instead of bundles • Added missing mip level parameter for texture2DLod method • Built-in Unity exporter code generation fix related to gradient nodes • 8 and 16 bit Grayscale/RGB/RGBA images are now saved to PNG format correctly
- v1.2.4iOS
Bug fixes for people living on the edge
- v1.2.3iOS
*** Emergency Hot-fix replacing version 1.2.2 which contained a serious crash bug *** - Perceptual Gradients The Gradient node has been updated with more options. It now blends your colors using a spline through CIELAB color space, rather than linearly through RGB color space. You can change this with the `Interpolation Mode` and `Perceptual Color Space` settings in the Gradient node options - Texture Node Update Adds `Wrap Mode`, `Filter Mode` and mipmap options - Improved Unity Export (Pro only)
- v1.2.2iOS
- Perceptual Gradients The Gradient node has been updated with more options. It now blends your colors using a spline through CIELAB color space, rather than linearly through RGB color space. You can change this with the `Interpolation Mode` and `Perceptual Color Space` settings in the Gradient node options - Texture Node Update Adds `Wrap Mode`, `Filter Mode` and mipmap options - Improved Unity Export (Pro only)
- v1.2.1iOS
Compare Node - Compare two inputs using logical operators (less than, equal, and so on). Choose which value to send through based on the result of the comparison