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

Changelog


Popular ideas 500

+54
Under review
Elliot.bentine 3 years ago • updated by Msperling 10 months ago 19
+28
Under review
Jesse 3 years ago • updated by Derrickbarth 2 years ago 7
+25
Planned
Joachim Holmér (Developer) 3 years ago • updated by QuiteNice 2 years ago 4
+22
Planned
Bob Aman 2 years ago • updated by H92 11 months ago 4
+21
Under review
CosmosTBear 3 years ago • updated by Chun Zhu 2 months ago 19

Latest updates 1,088

0
Declined
Behealed yesterday at 12:26 a.m. • updated yesterday at 12:36 p.m. 1
0
Declined
Behealed yesterday at 12:37 a.m. • updated by Joachim Holmér (Developer) yesterday at 2:33 a.m. 1
0
Behealed yesterday at 12:29 a.m. 0
0
Under review
Behealed 2 days ago • updated 2 days ago 3
+8
Completed
QuiteNice 2 years ago • updated by Behealed 2 days ago 5

Latest Fixes 595

0
Declined
Behealed yesterday at 12:26 a.m. • updated yesterday at 12:36 p.m. 1

For the "Blend" node, I wish there was an option called "Average", which would simply do: ((R + G + B) / 3). I find myself wishing for this several times, in different shaders. This would output a perfectly grey color.

Answer
Behealed yesterday at 12:36 p.m.

Sorry, I donno where my brain was, this wouldn't be a blend option this would be like a node in the Arithmetic section. It wouldn't blend between two colors, it would simply average a vector, or average a color, or maybe you could connect up multiple floats to it even, and it would average however many things you connect to it, and output would be simply a float. Aaah, my brain. This is what happens when you post ideas when you're tired. :P

0
Declined
Behealed yesterday at 12:37 a.m. • updated by Joachim Holmér (Developer) yesterday at 2:33 a.m. 1

Sorry about my previous post. Okay so here's the thing I wish was in the "Blend" node: average of two colors. This would simply do: ((ColorA + ColorB) / 2). And yeah, this would be an option in the blend node, and it could be simply called "Average". Not to be confused with the really stupid post I made a second ago. :P

Answer
Joachim Holmér (Developer) yesterday at 2:33 a.m.

Average seems like a bit too specific of a node! I'd recommend a Lerp node with 0.5 as T value :)

+8
Completed
QuiteNice 2 years ago • updated by Behealed 2 days ago 5
At the moment you can't copy & paste code into the code node. would be useful. ctrl+c, ctrl+v
Answer
This has now been fixed in 0.37
0
Not a bug
Matt isaac 1 year ago • updated by Roope Rainisto 1 week ago 5
Hi, I hope I'm not doing anything stupid or that this has already been answered. I've searched but can't find anything.

I have a mesh that I have split up in to an opaque shader and a transparent shader. The only difference is that the transparent is set to transparent and has alpha clip enabled.

The alpha mesh is not receiving shadows however:





If I disable transparency in the shader, it works. Is this a bug or have I done something wrong, or do transparent materials currently not support shadows?

Thanks for any help.

Answer
This is, unfortunately, the expected behavior, there's no way to properly not-write to the zbuffer and get proper shadow information
0
Fixed
Andrei Nadin 3 years ago • updated by Joachim Holmér (Developer) 1 week ago 8

Admin Edit: Changed title and category

Original title and post below:

How does the PBL lighting option work?

Any chance of a quick run down on the PBL option? If I put anything in the specular channel, the shader fails to compile but I am not sure if this is by design or an error

Answer

This thread is super old! Has been fixed somewhere along the way. (Not the problem in the other thread though)