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 509
Latest updates 1,111
Latest Fixes 599
Hey, I'd like to know how to disable UV tiling while using the Rotator. I'm not sure how to disable it at the moment.
At the moment i can see the edges of the tile. I just want a rotating portal texture.
This is a setting in the texture itself. Set it to Clamp instead of Wrap
Hello, Just upgraded to 5.4.0f2. shader forge works fine until i hit play in my scene. at that point sf will become frozen, and stop drawing all the nodes, all i see is some of the ui and the connecting lines. at this point i can't even close the window, i have to relaunch unity for it to be usable again.
Actually, just found the issue! This has now been fixed in 1.29
I've got an issue with the opacity not being completely opaque (even at value 1). I just want the opacity slider for the fade-in/fade-out effect. Ideally I'd have the result of #2 but with the opacity active.
That's simply how alpha blending works, it's tricky to get it right in any game engine. It's a side-effect of not writing to the depth buffer, and conversely, writing to the depth buffer for transparent objects will lead to other side effects.
A node that has inputs similar to the 'if' node, but has 2 outputs: 'true' and 'false'.
I'd like to be able to simply branch the node logic, so that I can skip expensive calculation based on distance to the object being shaded. I'm not sure if there is another way to do this, but either way, a boolean node would be incredibly useful.
Generally it's cheaper to not branch, and instead render both and multiply the one with 0 and the other with 1, depending on your use case. It's also a question where you want to get the bool value from. What is true? Whether or not a value is beyond a certain threshold? For that, you can use the Step node. You might also want to look into the Toggle and Switch nodes
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.
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
Customer support service by UserEcho