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Describe the problem or limitation you are having in your project
Shader languages lack noises. So I watched tutorials and read sites on noises and wrote a library of noise generator functions. But copying and pasting them makes managing shaders codes very dirty and difficult.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It will be great if the shader language has #include functionality like C/C++. With it, shaders can share common libraries. This makes shader codes much cleaner and also much easier to optimize.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Using #include statements in shaders will make codes much cleaner instead of copying-and-pasting shader functions.
If this enhancement will not be used often, can it be worked around with a few lines of script?
As far as I understand, no.
Is there a reason why this should be core and not an add-on in the asset library?
I suppose it is possible to have an add-on that performs macros in shader codes. But in my opinion, #include is just a cleaner and better solution.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
I am building a JRPG style game in 3D.
Describe the problem or limitation you are having in your project
Shader languages lack noises. So I watched tutorials and read sites on noises and wrote a library of noise generator functions. But copying and pasting them makes managing shaders codes very dirty and difficult.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It will be great if the shader language has #include functionality like C/C++. With it, shaders can share common libraries. This makes shader codes much cleaner and also much easier to optimize.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Using #include statements in shaders will make codes much cleaner instead of copying-and-pasting shader functions.
If this enhancement will not be used often, can it be worked around with a few lines of script?
As far as I understand, no.
Is there a reason why this should be core and not an add-on in the asset library?
I suppose it is possible to have an add-on that performs macros in shader codes. But in my opinion, #include is just a cleaner and better solution.
The text was updated successfully, but these errors were encountered: