Naming Conventions

The naming conventions we use here, is typically made up of multuple parts.

  • Platform (if necessary)
  • Pipeline (if necessary)
  • Name

This allows us to fully specify what something like a material or a logic graph is relevant to.

Table of Platform Prefixes

PrefixUse
UnityUnity plugin
BlenderBlender addon
WebWeb viewer

Table of Pipeline Prefixes

Pipeline PrefixUse
Unity_BuiltInUnity built-in rendering
Unity_URPUnity Universal Render Pipeline
Unity_HDRPUnity High Definition Render Pipeline
Blender_BuiltInBlender built-in rendering
Blender_NodeTreeBlender Node Tree rendering for Cycles and Eevee.

Example

A material doesn't have a platform specific part, so it's just named the name of the material. In this case, that is "Tyre Tread".

Then it might reference a logic graph with the key, Unity_Standard for use in Unity, when using the Standard rendering (no scriptable pipeline).

This logic graph that is referenced, will in itself contain full details of the platform that it supports (this should match or there will be errors). Each node should have a type that is also referenced by name, in this case, it will be Unity_Standard_PhysicalShader.