Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price |
About Organized Shader GUI
- Tools, Systems & Learning > Development Tools & Automation
This GUI for Unity shaders provides a material inspector with automated shader properties grouping.
Features:
- Automatically organize ungrouped material properties by their underlying type (Eg. Textures, Ranges, Floats, etc.)
- Group properties together that follow the convetion [Group GroupName].
- Search for properties
- Display enabled passes.
- “Edit Shader” button that also works with Amplify Shader Editor.
Really useful for Node-based or AI-generated shaders that have a lot of properties exposed.
Adding it to your shaders
The name of the Shader GUI is “KrisDevelopment.OrganizedShaderGUI”. Placing this string in the Custom Shader GUI field of Amplify or as CustomEditor in your HLSL code will draw the shaders with it.
Custom grouping
Groups are defined directly in the property’s public name. For example, a property named [Group World-Blend-Options] "World blend enabled" will appear as part of a new World-Blend-Options group. Supports only one word for the group name, deeming hyphens necessary if the words are compound.
Also open source and available on GitHub -> KrisDevelopment/OrganizedShaderGUI
Features:
- Automatically organize ungrouped material properties by their underlying type (Eg. Textures, Ranges, Floats, etc.)
- Group properties together that follow the convetion [Group GroupName].
- Search for properties
- Display enabled passes.
- “Edit Shader” button that also works with Amplify Shader Editor.
Really useful for Node-based or AI-generated shaders that have a lot of properties exposed.
Adding it to your shaders
The name of the Shader GUI is “KrisDevelopment.OrganizedShaderGUI”. Placing this string in the Custom Shader GUI field of Amplify or as CustomEditor in your HLSL code will draw the shaders with it.
Custom grouping
Groups are defined directly in the property’s public name. For example, a property named [Group World-Blend-Options] "World blend enabled" will appear as part of a new World-Blend-Options group. Supports only one word for the group name, deeming hyphens necessary if the words are compound.
Also open source and available on GitHub -> KrisDevelopment/OrganizedShaderGUI