Skip to content

How to handle Input/Output properties when linked #414

Answered by pragma37
dibli-goost asked this question in Q&A
Discussion options

You must be logged in to vote

There are two kinds of custom IO:

  • Per Tree. Used in Screen shaders. These ones store the custom IO "signature" in the node tree itself, so they should work fine when linking.
  • Per Pass Type. Used in Mesh shaders. Here the custom IO must be shared by all the shaders in the scene, so the custom IO "signature" is stored in the World.
    This means that if, instead of linking the Render nodes, you link the World instead (which contains the Render nodes anyway), custom IO will be linked as well.

I just made the test and I had to click the pipeline reload button before it worked, so don't be surprised if you find other bugs, but in theory it should work.

Replies: 1 comment 2 replies

Comment options

You must be logged in to vote
2 replies
@pragma37
Comment options

@dibli-goost
Comment options

Answer selected by dibli-goost
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
2 participants