public class Editor.Output : Editor.InputOutputBase
Related Guides
Broader workflow and conceptual references connected to this API.
Just like Subgraphs, you can also create your own custom Nodes with C# (and shader code) to be used in Shader Graphs.
Shading Models are what processes how a model is lit, this is typically is the final step and output of your shader.
Decodes a video file or URL and exposes the current frame as a Texture.
You can create your own nodes by making a .action game resource.
If you want a specific file/asset type to have a custom Thumbnail/Inspector Preview, you can simply create an AssetPreview. An AssetPreview initializes a SceneWorld and SceneCamera, rendering the Camera to the Preview output, so all you need to do is populate it and/or position the Camera to your liking.
Subgraphs are a collection of Shader Graph nodes that can be easily reused as a single node across other Shaders and even other Subgraphs. This is an easy way of develop custom Shader Graph Functions of your own.
Constructors
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public Output()
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Metadata
| Field | Value |
|---|---|
| Namespace | Editor |
| Type | class |
| Assembly | Sandbox.Tools |
| Doc ID | T:Editor.Output |