Josh Posted September 5 Posted September 5 In the next build, the shader family structure will be simplified. The engine will continue to be backwards compatible with the old structure. Basically, I got rid of the float precision and static/dynamic branches, and put all the shaders in a "shaders" node. No changes are needed to your existing shader family files. { "shaderfamily": { "textures": [ "Base" ], "shaders": { "mask": { "default": { "base": { "vertex": "Shaders/2D/2D.vert", "fragment": "Shaders/2D/2D.frag", "transparency": "Shaders/2D/2D_Masked.frag" } } }, "opaque": { "default": { "base": { "vertex": "Shaders/2D/2D.vert", "fragment": "Shaders/2D/2D.frag", "transparency": "Shaders/2D/2D_Masked.frag" } } } } } } Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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