Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in [Package]
Issue ID
1041652
Regression
No
Support for globals in CodeFunctionNode
So I need to accsess a larger set of vectors across multiple materials and shaders.
I've used Shader.SetGlobalVectorArray() in the past with code shaders, but I don't see any possiblity to accsess these values with a Vector node or with custom code node. The only way I currently see to work arround this is to pass the globals into a render texture and read the values, pixel by pixel. But this is really painfull, even 8 properties...
I think the best solution would be to allow global variables inside custom nodes, maybe like this:
This would also alow me to reuse my old code.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Invertex
Apr 06, 2024 04:22
To anyone stumbling on this post, you can include globals, but you have to put it in a .hlsl file along with your custom finction and use that file for the node.
Another option is to just add a property on the left panel, and uncheck "Exposed".