I especially like how easy it is to combine two shaders automatically into one. Andrew Ray, the brilliant guy behind ShaderFrog, automatically parses the shaders to intelligently merge them together -- something I've never seen before.
Andrew has also created a run-time library to make it easy to adopt ShaderFrog shaders into your own tools (sort of like how Allegorithmic has the Substance run-time library for Unity and UE4). It is available here:
This may be a silly question, but could you elaborate on why you prefer the project to be open sourced? I'm keeping it closed source now for potential business and security reasons.
This is a problem with user content submitted sites. It's hard not to conflate the quality of the content (shaders) with the quality of the product (ShaderFrog). There are no default ShaderFrog shaders, they're all user created.
The more oddball shaders (my favorites) are the composed shaders, which are not eligible to be used as inputs to other composed shaders. Only the basic shaders, which are generally higher quality because they require more knowledge of how GLSL works, can be inputs to composed shaders.
Right, but you do have a choice what's displayed on the landing page, and even what default objects the user is given to play with. It pays to select them well because ugly stuff can drive potential users away. You need to show people who aren't technical that you can achieve nice effects and show them how.
I tried ShaderFrog recently and was extremely impressed. The experience of creating new shaders by composing individual existing shaders is incredible.
In my opinion, Andrew is just scratching the tip of the iceberg here. Hope he keeps up the great work!
I especially like how easy it is to combine two shaders automatically into one. Andrew Ray, the brilliant guy behind ShaderFrog, automatically parses the shaders to intelligently merge them together -- something I've never seen before.
Andrew has also created a run-time library to make it easy to adopt ShaderFrog shaders into your own tools (sort of like how Allegorithmic has the Substance run-time library for Unity and UE4). It is available here:
https://github.com/DelvarWorld/ShaderFrog-Runtime
We here at http://Clara.io, an online 3D modeling & rendering platform, are exploring adopting the ShaderFrog material run-time.