Releases / v0.75.0
v0.75.0 Own Look
2026-08-22 Engine Latest
A part of a model can finally wear its own shader, two Inspector panels stay fully on screen instead of running off the edge, and the shader language picked up the math vocabulary other engines already have.
A part's own shader actually draws now
Giving one part of a model its own material — the override button next to a part in ◑ Model materials, or ◑ Override material for this object in the Inspector — let you pick a custom shader for it, but the shader never took effect: the part kept its plain material look no matter what was set, and the shader panel got stuck reading "compiling…" forever. A part's own shader now compiles and draws correctly, independently of whatever shader (if any) the rest of the model is wearing — so one arm can be glass while the rest of the character stays ordinary.
Sliders stay inside the panel
A slider with a caption — bounce, friction, radius, and dozens more across the Inspector — could draw its label past the edge of a narrow panel instead of shrinking to fit, most visible in the Rigidbody component's stack of sliders. Captions now shrink to an ellipsis before they'd run off the side, the same way every other label in the Inspector already does.
New shader math: lerp, remap, rotate, refract
The shader graph and the .flsl language gained five functions: lerp
(the same blend mix already did, under the name most people reach for
first), inverseLerp and remap for turning one range of values into
another — health into a fade, distance into brightness — rotate2D for
spinning a UV or a point without hand-building the matrix, and refract
alongside the existing reflect for bending a ray through a surface.
Upgrading
Nothing to do.
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