Shadergraph Vertex shader not applied when rendered in ThreeJS

Ah, we don’t have that yet, not directly - was asking if I understand right what you’d like to have

aha :smile:

by user 282554301052878848

Yes! It sounds about right!

by user 282554301052878848

OR as Nodetoy does it, they generate shader code which is then added either manually or with their dependency (much like you propose here)

by user 282554301052878848

Well for us it’s nicer since it’s inside an extension in the glTF - that’s what Marcel mentioned above from the docs. Basically your glTF loader needs to look for our techniques_webgl extension and there’s actual vertex and fragment shader code right in there.

But our runtime also takes care of applying uniforms and defines and stuff automatically and additional things that are needed for shaders coming from Unity (special matrices, special values like _Time, etc.)

Yeah I see that the runtime part is way more complex than I imagined at first :slightly_smiling_face: I think I am underestimating the matter a bit :smile:

by user 282554301052878848

For now (since I don’t have the time) I will export assets that don’t have any runtime behaviour tied to their shaders and attempt to convert other shaders from Shadergraph to Nodetoy (or create them directly there).

Thanks for the replies! Gonna be interesting to see how Needle evolves. Super exciting!

by user 282554301052878848

I think one short summary is that Needle Engine is opinionated for how a component system for three.js, with lifecycle and all, should look. You can totally still do everything different, it just makes it easy to attach stuff to objects like onEnable, onDisable, update and so on.