unity – How to create a standard pbr material with shader graph?

I want to create a standard pbr material that is editable with the shader graph, but when I install the package and go the Create -> Shader tab, I only have 2 graph options: Empty Shader Graph, and Sub Graph. Isn’t there a shader graph that starts me off with a basic pbr material with color and reflections? I’m using unity 2020, and the default render pipeline. Do I need to switch to ldrp or hdrp?

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javascript – React Material UI – DataGrid Keeps Stealing Focus from Input Field

I’m creating a React web application with Material-UI, and I’m running into a problem where my Material-UI DataGrid always steals the browser focus away from my search input field as I try to type in it. This problem does not occur right when I load the page. It only happens when I first click somewhere on the table to focus on it, and then click on the search bar and try to type something. Right as I type the first letter and the state of my page is updated, the focus goes to a cell on my table so I can no longer type in my search box without clicking on it again (and then the process repeats for each letter I type).

From my research, a lot of people have run into this issue because they are not putting proper keys on their React elements, so they lose focus on their input field whenever the state of the page changes. However, I’ve made sure to include keys on all elements that have sibling elements, which should take care of that from my understanding. I have also included the line: onKeyDown={(e) => e.stopPropagation()} in my InputBase field because I read on another Stack Overflow post that sometimes the DataGrid can intercept KeyDown events, but that didn’t help either.

Snippet to make the issue clearer (zoomed in on top left of table + search bar)

Here is all the JavaScript code that encompasses my problem:

<Paper key="paperGrid">
    <Grid key="contentGrid" container style={{paddingTop: 4, paddingBottom: 8}}>
        <Grid key="searchGrid" item xs={4}>
            <Paper key="searchPaper" component="form" className={classes.root}>
                <InputBase
                    key="searchInput"
                    className={classes.input}
                    placeholder="Search Job Configs..."
                    inputProps={{ 'aria-label': 'Search Job Configs' }}
                    onChange={searchJobs}
                    onKeyDown={(e) => e.stopPropagation()}
                />
                <IconButton key="searchButton" className={classes.iconButton} aria-label="search">
                    <SearchIcon />
                </IconButton>
            </Paper>
        </Grid>
        <Grid key="testing" item xs={2}>
            <h3>Testing</h3>
        </Grid>
    </Grid>

    <div key="dataGrid" style={{ height: '40vw', width: '80vw' }}>
        <DataGrid
            key="jobConfigsTable"
            rows={filterJobList} 
            columns={jobColumns} 
            pageSize={25} 
            rowsPerPageOptions={(25, 50, 100)}
            getRowId={(row) => row.psrunId}
            checkboxSelection 
        />
    </div>
</Paper>

dnd 5e – Is it possible to Gate from the ethereal plane back to the material plane?

The basics of this seem fine; Etherealness takes you from the Material to the Ethereal, Gate lets you travel to a specific point on a Plane that isn’t your current one. It seems the Ethereal Plane and the Material Plane aren’t the same, even though they overlap.

The only thing that might be a problem, but it’s up to the DM, is that Etherealness has this clause:

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

I don’t think this spell was written to deal with the consequences of using it and then using something else to plane-shift further. I would rule that if you’re not on the Ethereal Plane anymore, nothing happens, but check with your DM.

Alternatively, you could use Plane Shift. It’s also on the Cleric list, also takes you to a different Plane to Gate from and has no weird automatic return clauses that might cause issues.

dnd 5e – Is it possible to Gate from the ethereal plane back to the material plane in 5e?

dnd 5e – Is it possible to Gate from the ethereal plane back to the material plane in 5e? – Role-playing Games Stack Exchange

Material Design guideline for Google Map’s side pane?

Here is what happens when you click on an icon in an “old-style” Google map:

old Google Maps

You get an InfoWindow, and clicking "more info" opens a new tab with a google search of the icon’s subject.

Here is what happens when you click on an icon in a “new-style” Google map:

new Google Maps

You get more information outside the map that you can then interact with.

I understand why the new way is better- you can show more information, it’s more mobile-friendly, and it helps de-clutter the map.

My question is: Is there a specific material design guideline that motivated this change from the old InfoWindow style to the new “sidebar” style? I doubt there’s something as obvious as “don’t use InfoWindows on maps anymore, use this instead”, but I’m looking for something a little more official than me just guessing.

Bonus question: What is that sidebar component called?

The reason I’m asking is: At my job we have a product that uses the Google Maps API to show various hierarchical information:

  • You click on a dot on the map
  • That pops up an expanded view of the data on the map
  • You click in the expanded view and you get an InfoWindow with more details.

My job’s clients don’t like the InfoWindow display, and I’m thinking that we should get away from on-the-map displays and move towards this new-style sidebar interface. I’m looking for something a little more official than my humble opinion, but nothing in the material design docs really jump out at me.

dnd 5e – Does the Order of Scribe’s “Master Scrivener” feature remove the need for costly material components?

The Wizard Order of Scribes subclass provides the ability to create a magic scroll of level 1 or 2:

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

Does casting a spell through the scroll created this way require material components? For example, could I cast Find Familiar or Arcane Lock through the scroll without having to spend the 10gp / 25gp component?

dnd 5e – When a caster affected by the Slow spell doesn’t complete the spell they’re casting, does it consume the spell slot and material components?

Wasted indicates a loss of resources.

Searching Merriam Webster for the applicable definition of “waste”, I found these two that seem most relevant:

a : to spend or use carelessly : SQUANDER

waste valuable resources

b : to allow to be used inefficiently or become dissipated

If the spell slot was not lost, it wouldn’t make sense to say the spell was “wasted”. “Wasted” indicates that something is lost, squandered. In this case, the resource used to cast the spell is wasted – a spell slot (and components, if applicable).

dnd 5e – When a slowed caster doesn’t complete the spell, does it consume the spell slot and material?

Wasted indicates a loss of resources.

Searching Merriam Webster for the applicable definition of “waste”, I found these two that seem most relevant:

a : to spend or use carelessly : SQUANDER
waste valuable resources

b : to allow to be used inefficiently or become dissipated

If the spell slot was not lost, it wouldn’t make sense to say the spell was “wasted”. “Wasted” indicates that something is lost, squandered. In this case, the resource used to cast the spell is wasted – a spell slot (and components, if applicable).

shaders – Unity HDRP transparent material back-face rendering/front face culling

I try to render an object with 2 different transparent materials. One should only render the back faces (higher opacity/more color) and one only the front faces (lower opacity/less color). The purpose is to show another object inside the mesh better, while keeping the more saturated color on the back faces.

I tried to only render the back faces using a shader graph, but it seems to be impossible to only render back faces with TRANSPARENT material. With opaque materials, it was not a problem to isolate the back faces.

Is there a way to only render back faces of a transparent material, and overlap them with another material that only renders front faces?

(btw. this is the model, I need it for. The bones should pretty much preserve their details/color, while the jello is a rich green (screenshot from blender))

the problem child

Any help is very appreciated!
Thank you!

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