alelievr / mixture Goto Github PK
View Code? Open in Web Editor NEWMixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime
Home Page: https://trello.com/b/2JiH2Vsp/mixture
License: MIT License
Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime
Home Page: https://trello.com/b/2JiH2Vsp/mixture
License: MIT License
Does there have compile errors?
I'm in 2021.3.19. Unity don't have in UnityEngine.UIElements.IntegerField. It is UnityEditor.UIElements.IntegerField
Describe the bug
All ShaderGraph nodes, as Normal From Height Node are broken when compile Mixture for the first time or when reimport package (I got this bug two times, when I cloned the repo the first time and when reimport project due to Unity Version mismatch).
Nodes don't output anything (or output a transparent texture ?)
Fix
To fix it, I simply open any ShaderGraph and save it. This fix every occurrence of the bug
To Reproduce
Steps to reproduce the behavior:
Setup:
What happened?
Silent editor crash occurs with the following:
StackOverflowException: The requested operation caused a stack overflow.
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
at Mixture.MixtureEditor.RequiresConstantRepaint () [0x00000] in D:\Github\hdrp-scenario-test-ut\scenario-test-ut\Packages\com.alelievr.mixture\Editor\Graph\MixtureInspector.cs:198
...
To Reproduce
Steps to reproduce the behavior:
Setup:
Additional informations
Exact texture with repro: https://drive.google.com/file/d/19SNbw2PQmnCbxsFvLuehBrM2d-V0tEGX/view?usp=sharing
Note that after editor is reopened and once texture is selected editor crashes again.
What happened?
Crashes here (there are several instances of this code)
static bool IsCompatibleWithRealtimeGraph(BaseGraph graph)
=> (graph as MixtureGraph).type == MixtureGraphType.Realtime;
Crashes when trying to create new node in no-MixtureGraph. For me it is obvious the code here is not shielded in those cases and this seems as a problem.
Hi,
I try to create a node that is able to import a graph asset and generate a custom port for each texture output of the imported graph. It's really experimental, but it's working
(left is the import graph node, right is imported graph)
I'm now trying to have access to graph parameters and be able to modify it from the Node Inspector. It works, but it modify the source graph asset, that is not a desired behaviour. I think Mixture variant is the thing i'm looking for, but I can't find a way to create mixture variants on the fly from the input graph (retrieve from the Texture with MixtureDatabase.GetGraphFromTexture() ).
Does the Variant must necessarily be write on disk ? Maybe it could be a child asset of the current graph ? Do you have any advice to adress this issue ?
I don't know if i'm very clear, and sorry for my english.
Thank you
What this feature will allow you to achieve and how it will improve your workflow?
It will bring AI into a Node Native Application
Describe the solution you'd like
any ai text and image to image node or api
or even just text to image
something like midjourney that gives you the filter
Does this feature exists in other tools? If so please give examples on how you use?
ComfyUI
Describe the bug
It was a bit dumb of me to no test it in isolation but I messed a project pretty badly just by installing Mixture through UPM (first time I use Open UPM), maybe add a note in the readme?
To Reproduce
Steps to reproduce the behavior:
WARN 404 package com.unity.render-pipelines.core@10.0.0-preview.27 is not a valid choice of...
WARN 404 fall back to com.unity.render-pipelines.core@9.0.0-preview.77
Hi!
I don't see any links for mixture
Windows
Unity Version: 2021.1.11f1
R3950, GTX1080, 32Gb
What i do wrong?
Thanks for answer!
Screen - https://prnt.sc/15d6nny
What happened?
You can get into a situation where the graph runs an arbitrary number of times upon changes (instead of just one time).
To Reproduce
Open a Mixutre graph.
Close the graph editor.
Open the same graph again.
Attach a debugger and put a breakpoint in MixtureGraphProcessor.ProcessNodeList
Make a change to your graph that would trigger it to run again.
Notice that your breakpoint is hit twice.
Close the graph editor and repeat the process.
Notice that your breakpoint is hit three times.
And so on.
Setup:
Windows
"version": "0.3.0",
"unity": "2020.3",
What happened?
When external parameter is created and linked to a UV node input (e.g. UV bias), changing the parameter's value does not have any visible effect. Texture is not changed in node editor, nor in inspector (when update texture is called), nor when changed using script.
To Reproduce
Create a new static mixture graph, add UV node to the input of default noise. Create exposed parameter of type Vector3 and link it to a UV bias input of the UV node. Changing a exposed parameter has no effect.
Setup:
What this feature will allow you to achieve and how it will improve your workflow?
In our project, we are generating a texture from external signals using compute shader. We can generate the texture in realtime as we run compute shader once every frame. We'd love to move to Mixture to manage the data processing visually. However, the realtime texture is not "interactively" realtime as it is not updating the texture every frames when the editor is in Play mode. The same applies to static texture by manually call RunOnce
and ReadbackMainTexture
. I guess that texture data flow is GPU -> CPU -> GPU
. Is this correct?
Describe the solution you'd like
Within a single frame, we want to:
RenderTexture
is fine.Graphics
commands.Describe the bug
First I got excited, then I got this Library\PackageCache\[email protected]\Editor\CustomMipMapShaderGraph\MipMapSubShader.cs(27,21): error CS1061: 'TargetSetupContext' does not contain a definition for 'AddAssetDependencyPath' and no accessible extension method 'AddAssetDependencyPath' accepting a first argument of type 'TargetSetupContext' could be found (are you missing a using directive or an assembly reference?)
:(
To Reproduce
Steps to reproduce the behavior:
Setup (please complete the following information):
Additional informations
But i'm sure it's great :D .
What happened?
The editor (2021.3.4f1) crashes without bug reporter after selecting texture array (made by microsplat).
To Reproduce
Open a texture array in the inspector. If that doesn't work I can provide a sample one.
Setup:
Additional informations
In the Logs, there is a stack overflow exception originating from the Mixture codebase (iirc something around line no 200 in the texture inspector related code.
What happened?
I'm trying to use Mixture with Unity2020.2.7f1.
According to the README, Mixture requires Unity 2020.2 beta or higher.
You need at least a Unity 2020.2 beta
However, according to the latest version of the package.json, Unity 2020.3 or higher is required.
It seems that the package.json has been changed with the following commit.
51ec1a3#diff-9927e926cd159cd6051ef323b5d6f6ec5e143369ae77390ec2f0a174e22443a8
Is Mixture compatible with Unity2020.2?
I've installed it from GitHub and it looks like 0.4.0 is working fine in Unity2020.2.7f1.
Setup:
Thanks for your great software!
When Always Update
is on, the whole graph keeps updating all the time which slows Unity down.
I suggest it be replaced with Update on Change
that will get triggered only when a parameter changes.
Out of curiousity, is there a plan to create an executable build version of mixture to be used as a procedural texture creator, so we don't have to use it inside editor?
In essence, this repo is a development project that includes the Mixture package. I would love to have the package directory moved to a separated repo and included in this repo as a git submodule.
The reason behind this is that I cannot use registry package because I want to make a few modifications. On the other hand, I also cannot use local package because I cannot share the modification with my colleague. In my use case, I want to fork ONLY the package as a repo and can easily add this forked repo to Unity Package Manager using git URL. By doing so, I can collab with my colleague on both the Unity project along with the forked repo.
Basically, you can setup your repos like one of the following:
Mixture
repo for dev project and use Mixture-package
repo for package.Mixture
repo for package and use Mixture-dev
for dev project.Mixture
repo for package and move the dev project info a orphaned branch under Mixture
repo. This is what I have done for my Unity package where the dev project is moved to branch legacy
and is also distributed in Releases as demo projectThe later 2 options are preferable as people can contribute directly to the already popular repo.
What happened?
OutputBuffer.shader
has a reference to HDRP, even when HDRP is not referenced in the project
To Reproduce
Setup:
Describe the bug
In FinalCopy.shader, the template is now already defined in HDRP 10.2.2
But looking at the code in the repo it is very different from the one on openUPM do you plan to update it?
What happened?
When creating Mesh To Distance Field, errors like the following are displayed in the console:
D3D11: Failed to create render texture resource (3D, 1024x1024x1024 mips=1 dxfmt=9, hr=0xf4e2ec20)
If I set a mesh in the Input Mesh property, Unity crashes with the following error :
To Reproduce
Setup:
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