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
Prefix | Use |
---|---|
Unity | Unity plugin |
Blender | Blender addon |
Web | Web viewer |
Table of Pipeline Prefixes
Pipeline Prefix | Use |
---|---|
Unity_BuiltIn | Unity built-in rendering |
Unity_URP | Unity Universal Render Pipeline |
Unity_HDRP | Unity High Definition Render Pipeline |
Blender_BuiltIn | Blender built-in rendering |
Blender_NodeTree | Blender 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
.