Hello, first of all let me apologize for the delay in our response, we've been quite overloaded which has delayed our usual response times but we always do our best to get in touch with every post, pm and email, even if it takes a bit longer sometimes.
Regarding the issues you're having, I'll do my best to approach them on a case-by-case basis:
In the first video you've shared, I've noticed that you're editing your shader in
Shader Mode rather than Material Mode, due to the green canvas border. You should edit in Material Mode so that you can see your changes in the scene, as editing in Shader Mode will only change the default values for the shader.
In the second video, I'll split my feedback according to different timelines:
1:26 - The MultiPassDistortion sample has an issue with its template reacting to the skybox, we appreciate that you brought this to our attention! We've just corrected this in the
latest build. As soon as you update ASE it should work as expected.
1:51 - The Wings3D mesh you're using might have an issue with its UVs, we'd have to examine a sample on our side to be sure so please send us a sample mesh and we'll be happy to look into it for you.
3:43 - The Iridescent shader is part of the samples for Unity's HD RP pipeline, so it won't work unless your project is using the HD RP and
ASE has been set up accordingly. Shaders for the LW and HD pipelines are not compatible with the Core / Standard pipeline, which is a Unity limitation, and we've been addressing any related issues on our forums ever since Unity introduced these pipelines.
10:31 - The Melting template has its parameters tweaked specifically for the mesh we're using, which are exposed through the material inspector. You'll need to adjust these in order for them to work in different objects, which is expected.
On a final note, we understand that it can be frustrating to learn a new interface, especially if you have little or no experience into visual node based editors, but we believe that ASE is user-friendly and provides a clean interface and a flexible way to quickly create shaders. The development has been community driven and we focus on supporting all of Unity's latest features, such as the new Scriptable Rendering Pipeline.
Despite the above, shaders are a "special case", and even though you don't need to be an expert shader programmer, there are some concepts that you will need to learn in order to build shaders with an editor such as ours, or any other. We encourage users to look elsewhere for shader specific learning resources, as there's a lot of information out there than can be applied here.
I also recommend that you take a look at our
manual and
Official - Basics videos, as they touch upon very important concepts and features of our node-based shader editor.
Even with limited resources and a small team, we've produced several tutorials and introductory videos that should help you get started, together with a
wiki page full of useful information, a
node list that is frequently updated and over 60 free samples that you can use on your projects or to learn more about the intricacies of node based shader authoring, and we're always available for any direct inquiries, for which we recommend using our
[email protected] email as it provides the fastest response time.
That being said, your feedback is extremely important to us, if there's anything in specific that you would like to point out as incorrect or misleading, we would really appreciate it as we're always on the lookout for possible improvements.
Looking forward to your reply!