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 547
Latest updates 1,237
Latest Fixes 642
This has now been fixed, but the update will be delayed about 3 weeks I'm afraid
I'm using 5.6 and the editor wont open. The shaders work fine, but again, I can't edit anything or create anything with Shader Forge. Here's a recording of it not working.
Thanks for finding this out! This has been an issue for a very long time, and nobody had ever really found a consistent way to get Unity to download the correct one. I presume it works now?
In Unity 5.5, when I have anti aliasing turn to 2x, Shader Forge's Glass-Complex breaks everything (meshes with other shaders become invisible). When AA is disabled, the Glass-Complex shader works fine. How can I fix this?
This is likely because it's too expensive for mobile. Try turning off some features such as PBR and probes, would probably make it work again.
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
Another option is just to support Lightmap decode options as nodes.
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