New in Unity 2.1 is an API for popping up a window that you can draw whatever you want in, and when I first got my hands on this I wanted to test it out. Well, I really dug it and after a while and I've come up with something I sort of had planned out in my head beforehand: A sort of customizable node based graph editor.
Basically the idea is that there are Graph and GraphEditor classes that by themselves don't do anything in particular, but by inheriting from Graph in a script you can create whatever functionality you want in using node based graphs. I have a ProceduralTexture script that does this with procedural textures, and I'm thinking I may make one for fullscreen image effects someday. But really you can do whatever you want with it, with some expansion of the Graph stuff I'm sure AI graphs would be possible.
There are some nodes that are not unique to any type of graph (math operations, other structural things etc). All other nodes are usually part of a graph type.
Nodes have a type, right now I have Number, Color, Vector, String and Texture types. Inputs to nodes can either be only one type, or accept several types through conversion. For example if you attach the number 1 to the export node, you get a white texture, while a 0 would give black and a 0.5 would give gray.
Current functionality in list form:
Create and edit Procedural Texture assets
Manage node structures with a decent interface
Use the editor to export textures
Generating textures at runtime isn't implemented, but really its just one function call away
The GUI and hotkeys are similar to the Unity editor, but I think I should mention the not so easy to catch ones.
Menu>Assets>Create>Procedural Texture or Project Pane>Create>Procedural Texture
Menu>Assets>Edit Graph or cmd - G
click on a node to select it, and double click to mark it as the preview node.
some connectors have a quick edit feature that allows for super quick tweaking. Right click drag on these!
option-drag output connectors to bind them to several inputs
note the options for certain nodes in the inspector
Known issues:
- Most texture nodes require fragment programs.
Pro only, because of heavy use of render textures.
when there are several number fields onscreen at once, all of them get input from right click drag.
the cell noise generator isn't done yet!
maybe some GUI system errors will show up, but I think I got them all.
you can't actually make very beautiful and complicated textures yet, as far as my experiments have gotten. The parameter and Graph nodes don't do anything yet! The plan for them is to make it so that a graph can be put inside a node in another graph.





14 comments:
Very impressive work, can't wait for the next versions. Everything you release adds great value to Unity.
Would be nice I think to be able to generate terrain heightmaps from this, right inside of Unity.
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