Tool improvements

Hi !
I'm using intensively ASE for the last month and so far I love the tool. But I was thinking about how to improve it so here's a list of what I've in mind, maybe you are already making some of these, or they were already asked by someone else.
- Custom shortcut/Favorites:
Having the possibility to edit the key shortcuts or to add new ones (maybe with key combos), or at least a place where we can store favorite nodes with an easy way to drag them up.
- Local function:
Basically the same with actual functions, but within the range of the current shader, so you can avoid passing a ton of variables because you can access to them directly. Though I don't know what it will look like, maybe a sort of box where you can make nodes and have in/out parameters configuration. On big shaders this will be very useful ! Or maybe if you keep the shader function system, a way to link to a shader so you have access to those inside variables.
- Faster debug:
I've played with the shader node system in UE4, and you can click on any node to see the result on the object. It's basically the same system as your "Debug" output, but more practical, as you don't have to connect your node from the other side of the shader.
- Reorder registered variables:
One of my shader has like 20+ local variables, and it becomes a mess after a while. It would be cool to at least have a possibility to reorder them like we can do with public variables.
- Move a "parent" node will make children follow:
It's something that was doable with ShaderForge, by holding a key (Ctrl or Shift) and drag'n'dropping a parent node, children will follow it. It was kinda buggy on SF, but yet very practical to mode stuff around.
- Auto node placement:
I've spend a LOT of time replacing my node after heavy editing to find a way to achieve something, because I was kinda maniac if all my node were not aligned, or evenly spaced, or crossing lines (my nightmare !). I've been thinking about having a "magic" button that will move nodes on a hidden grid or something. That would be dope !
- Custom material editor:
I've seen someone using public variable with auto register to add some "section" on the material editor. Having it officially supported would be awesome, when you make big shaders.
That's all of what I'm thinking right now, feel free to ask me more details if you have any. Again, I really enjoy my experience so fare with ASE, it's 10000 miles away from SF and even Shadergraph in terms of UX, it's just some stuff to improve even more the experience.
Cheers !
I'm using intensively ASE for the last month and so far I love the tool. But I was thinking about how to improve it so here's a list of what I've in mind, maybe you are already making some of these, or they were already asked by someone else.
- Custom shortcut/Favorites:
Having the possibility to edit the key shortcuts or to add new ones (maybe with key combos), or at least a place where we can store favorite nodes with an easy way to drag them up.
- Local function:
Basically the same with actual functions, but within the range of the current shader, so you can avoid passing a ton of variables because you can access to them directly. Though I don't know what it will look like, maybe a sort of box where you can make nodes and have in/out parameters configuration. On big shaders this will be very useful ! Or maybe if you keep the shader function system, a way to link to a shader so you have access to those inside variables.
- Faster debug:
I've played with the shader node system in UE4, and you can click on any node to see the result on the object. It's basically the same system as your "Debug" output, but more practical, as you don't have to connect your node from the other side of the shader.
- Reorder registered variables:
One of my shader has like 20+ local variables, and it becomes a mess after a while. It would be cool to at least have a possibility to reorder them like we can do with public variables.
- Move a "parent" node will make children follow:
It's something that was doable with ShaderForge, by holding a key (Ctrl or Shift) and drag'n'dropping a parent node, children will follow it. It was kinda buggy on SF, but yet very practical to mode stuff around.
- Auto node placement:
I've spend a LOT of time replacing my node after heavy editing to find a way to achieve something, because I was kinda maniac if all my node were not aligned, or evenly spaced, or crossing lines (my nightmare !). I've been thinking about having a "magic" button that will move nodes on a hidden grid or something. That would be dope !
- Custom material editor:
I've seen someone using public variable with auto register to add some "section" on the material editor. Having it officially supported would be awesome, when you make big shaders.
That's all of what I'm thinking right now, feel free to ask me more details if you have any. Again, I really enjoy my experience so fare with ASE, it's 10000 miles away from SF and even Shadergraph in terms of UX, it's just some stuff to improve even more the experience.
Cheers !