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

Under review
elliot.bentine 3 years ago • updated by Virtus H 3 months ago 20
Under review
jesse 3 years ago • updated by behealed 3 months ago 8
Joachim Holmér (Developer) 3 years ago • updated by QuiteNice 3 years ago 4
Bob Aman 3 years ago • updated by behealed 3 months ago 5
Under review
CosmosTBear 3 years ago • updated by Chun Zhu 6 months ago 19

Latest updates 1,155

Under review
Chris Tian 1 week ago • updated yesterday at 1:38 p.m. 8
Under review
behealed 4 months ago • updated by Mynd yesterday at 8:18 a.m. 4
Grhyll yesterday at 2:01 a.m. 0
Not a bug
WojtekR 6 months ago • updated by baroquedub 4 days ago 3

Latest Fixes 610

Not a bug
WojtekR 6 months ago • updated by baroquedub 4 days ago 3

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

Chase Pettit ✌ 3 weeks ago • updated 6 days ago 6

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

The Vision 3 years ago • updated by Chris Tian 7 days ago 5
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 .

Added a page to the Wiki now: http://acegikmo.com/shaderforge/wiki/index.php?title=Intersection_Fading

Maestro Pivetta 1 week ago • updated by Chris Tian 1 week ago 1

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,

Best regards


Chris Tian 1 week ago

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.

Brian Hall 3 years ago • updated by Raul Vega 1 week ago 18
We have a lot of objects with hard edges that we need outlines on.  For instance, crates of various sizes.  The problem is the Outline feature breaks at the corners. 

I'd like to see an alternate option to the current outline feature that keeps the vertices connected at the corners:

As of 1.19, you can now switch between three different outline methods:
  • Vertex normals
  • Vertex colors
  • From origin
The first one is the default behavior we've had before.
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 :)