Any example of updating Shadergraph shader's parameter through script?

i see, if i set “enable GPU instancing” the material breaks

by user 263967078346653697

@Marcel_Wiessler1 :cactus: sorry one more thing, is it possible to draw transparent shadergraph on top of worldspace UI?

by user 263967078346653697

Yes (if you dont set the canvas to “renderOnTop”)

this must be off if you have that component (if not you dont need to do anything)
image.png

i dont have this component on my UI

by user 263967078346653697

but still it is being rendered on top

by user 263967078346653697

sheeeesh rate this transition

by user 263967078346653697

uh

pretty sweet

I love your camera transitions and splines (?) too

it feels very good

and in general you built a fun world

WE built it lool

by user 263967078346653697

ty so much, it’s just the beginning (unless we can’t get any funding)

by user 263967078346653697

also used your tip for pointer activation

by user 263967078346653697

so much better

by user 263967078346653697

Added a new sample for this and also code here: Script Examples | Needle Engine Documentation

import { Behaviour, serializable } from "@needle-tools/engine";
import { Material } from "three";

declare type MyCustomShaderMaterial = Material & {
    _Speed: number;
};

export class IncreaseShaderSpeedOverTime extends Behaviour {

    //@type UnityEngine.Material
    @serializable(Material)
    myMaterial?: MyCustomShaderMaterial;

    update() {
        if (this.myMaterial) {
            this.myMaterial._Speed *= 1 + this.context.time.deltaTime;
            if(this.myMaterial._Speed > 1) this.myMaterial._Speed = .0005;
        }
    }
}

The little wall plane in the back is using that script: https://engine.needle.tools/samples/custom-shaders/

Gr8

by user 263967078346653697