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Starting parameter editing for Shader Toy

February 6th, 2010 | Comments Off

I made a bit of progress on my parameter editing today. I have the app fully parsing down parameters and retrieving their values from the shader, and have the starts of the UI for editing in place. I’m using attributes (specifically a UIType string) to instruct what UI should appear. I also plan to use UIType for other things, such as a UIType of “Position” placing something in the 3D view that can be manipulated directly in 3D space.

I need to figure out how to deal with the editor and the shader’s default values. Right now any change to the effect blows away changes to parameters. One solution is to simply store the mapping of parameters and their values such that after a new compilation I can set the correct values. Another idea is to somehow have the changes made in the UI update your effect code such that it writes the new values into the code. Not sure how doable that really is.

Thoughts? Leave ‘em in the comments.


Possibly Related Posts

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Default parameter saving in Shader Toy
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Shader Toy – Parameters and Annotations
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