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Describe the problem or limitation you are having in your project
When editing a complex VisualShader with lots of nodes it can be difficult to maintain an overview/quickly parse the graph, especially at high zoom levels.
For comparison, this is a current screenshot of the editor: A bit monotonous, isn't it? :)
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Coloring the title bar of VisualShader nodes according to the category they belong to makes it a lot easier to read the graph and orient oneself.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Well, I'm going to show Blender as an example again:
With color-coded nodes you can immediately see in which section e.g. your vector operations are located.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
This needs to be deeply integrated into the VisualShader editor and is therefore core.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
Godot
Describe the problem or limitation you are having in your project
When editing a complex VisualShader with lots of nodes it can be difficult to maintain an overview/quickly parse the graph, especially at high zoom levels.

For comparison, this is a current screenshot of the editor: A bit monotonous, isn't it? :)
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Coloring the title bar of VisualShader nodes according to the category they belong to makes it a lot easier to read the graph and orient oneself.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Well, I'm going to show Blender as an example again:

With color-coded nodes you can immediately see in which section e.g. your vector operations are located.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
This needs to be deeply integrated into the VisualShader editor and is therefore core.
The text was updated successfully, but these errors were encountered: