Welcome to the feedback center!This is the place to:
• Report bugs
• Request features
• Vote on things
This place has been amazing to have during the alpha/beta phase, and I hope it will be continuously used so I can make sure Shader Forge becomes as good as possible for us all!
Before you make a new thread:• Do a little search to avoid making new threads on already open topics :)
• Try to be as descriptive as possible to help me help you! When did the bug occur? Did SF crash or did Unity crash? Are you getting any errors in the console? What can I do to reproduce the bug from scratch?
• Don't use this place to ask how you make a specific type of shader, this is a place to request features and report bugs. Ask your how-do-I questions here!
For all of you who were part of the semi-closed alpha/beta testing - a HUGE thanks to all of you for being so helpful finding all of these bugs so far!
// Joachim Holmér
Popular ideas 522
Latest updates 1,155
Latest Fixes 610
As header suggests, we (my team) are using rendering path Legacy Vertex Lit, due to performance reasons. Unfortunately it seems that shaders authored in ShaderForge fail to display (appear black). Is it a known issue (did the search couldn't find a similar thread), is there some sort of workaround to be able to use your shader tool with Legacy Vertex Lit, or we have to change our rendering path to more modern, such as Forward or Deferred?
Shader Forge doesn't support vertex lit yet I'm afraid
It would be nice to have an easy way to mark properties with the PerRendererData attribute in ShaderForge so that no manual editing of the shader code is required to effectively use MaterialPropertyBlock.
It appears to only for textures (https://docs.unity3d.com/Manual/SL-Properties.html), which SF already supports. Do correct me if I'm wrong though!
In case you just need it for textures, you can right-click on texture assets and texture 2D nodes to tag them with PerRendererData
But Games like ( Street Fighter IV - Battlefield 4 And GRID 2 ( Or Dirt 2 , 3 , Showdown ) ) Fixed it .
When we have particles on ground or inside another object we have a unideal output .
I extracted Street Fighter and GRID particles and it's same picture you see but in game it's very good .
Hi, I was wondering, cause it would be a pretty useful function, if there is a way to recreate the Dilate/Erode effect trough shaderforge nodes, I am not getting the maths behind it so I am asking here.
It would be fantastic for many uses (eg, appear disappear effects, sprites border shading)
.Here is the explanation of what it does in OpenCV
I hope I didn't asked the obvious neither the impossible,
It's sorta covered in the gradients tutorial. The math is pretty simple - you could use Add or Subtract to do this. The main thing you want to keep in mind though is that in order for things to dilate/erode evenly and slowly you will need a gradient texture of some sort so the dissolve has an even and consistent "path". So if you had a solid circle for instance, just subtracting from it would cause the whole circle to disappear rather abruptly since every pixel is the same value and gets affected equally at the same time. If the circle had soft edges, it would erode starting at the edges and move inward nice and slow.... If you wanted to erode a hard shape, you could use something with same general shape with a gradient to drive where the dissolve happens on the hard shape. Like put in a "soft" circle in the Alpha of texture of a Hard circle and use the dissolve effect from the soft circle to change the edges on the original.
I'd like to see an alternate option to the current outline feature that keeps the vertices connected at the corners:
- Vertex normals
- Vertex colors
- From origin
The second one will read the vertex colors as directions. I've added a script you can add to your objects, to make their meshes write outline-style normals into the vertex colors. That way, you sacrifice the ability to use vertex colors, but gain the ability to have hard edges together with a continuous outline!
The third one is as the "scaled" method mentioned above - it will move the verts away from the origin.
Hope it helps :)
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