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 536

Under review
elliot.bentine 4 years ago • updated by LennardF1989 2 months ago 22
Under review
jesse 4 years ago • updated by behealed 5 months ago 8
Joachim Holmér (Developer) 4 years ago • updated by QuiteNice 3 years ago 4
Under review
CosmosTBear 3 years ago • updated by Chun Zhu 8 months ago 19
Under review
vincent 3 years ago • updated by Skaarah 2 years ago 16

Latest updates 1,201

Latest Fixes 634

Bob Aman 3 years ago • updated by Joachim Holmér (Developer) 4 hours ago 6
Like, for example if I incorporate a custom Perlin noise include, I'd like to be able to drop that into a code block and just call turbulence(p, octaves) while still keeping the rapid prototyping of Shader Forge.

This is now supported in Shader Forge 1.36 :)
Apologies for the delay on this one!

CellarPhantom 21 hours ago • updated by Joachim Holmér (Developer) 21 hours ago 1

Here are some bad shadow artefacts I can't get rid of. Quality is set to Fantastic and I use a Directional Light. They are more or less visible depending on the size of the object, and the distance you view it from. But as you can see it's not even visible on Unity's standard material in "normal" size (These are spheres created in Unity only scaled up by 5, see below for no re-scaling).

For me it gets worse and worse the more you scale them up, until you reach a couple of 100 times bigger, then it becomes less visible again.
Also if you do it tiny like 0.01, then the artefact is not really visible either.

That screen cap above of a more low poly sphere, in the left corner, have fully smooth edges, but the polys still appear greatly because of shadow artefacts.

Thanks for the support!


This was fixed in the latest version. You can also fix it by unticking the "Mask directional light specular" box.

wavebbs 1 week ago • updated 4 days ago 3

How can I add this code in the shader ?

Code: Select all

float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;

I want add soft particle code on my shader like unity3d shader "Particles/Additive"


Multiply the color with the depth blend node. The input of the depth blend node is the fade distance, which defaults to 1 meter

Not a bug
stefan 3 weeks ago • updated 2 weeks ago 6

I am on SF 1.34. When I click on the Shaderforge Window Button, it throws 3 erros but never shows up.


AmbiguousMatchException: Ambiguous matching in method resolution
System.Reflection.Binder.FindMostDerivedMatch (System.Reflection.MethodBase[] match) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Binder.cs:106)
System.MonoType.GetMethodImpl (System.String name, BindingFlags bindingAttr, System.Reflection.Binder binder, CallingConventions callConvention, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoType.cs:245)
System.Type.GetMethod (System.String name, BindingFlags bindingAttr) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Type.cs:787)
ShaderForge.SF_PreviewWindow.SetupPreview ()
ShaderForge.SF_PreviewWindow..ctor (ShaderForge.SF_Editor editor)
ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)
ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)
ShaderForge.SF_Editor.InitEmpty ()


NullReferenceException: Object reference not set to an instance of an object
ShaderForge.SF_Editor.Update ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:249)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:242)
UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:307)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:197)


NullReferenceException: Object reference not set to an instance of an object
ShaderForge.SF_Editor.OnDestroy ()

Any ideas?


I'm unable to reproduce this. It could be a broken install though, see if this helps! If not, let me know :) http://acegikmo.com/shaderforge/faq/?Q=erroronnewversion#erroronnewversion

Not a bug
stephen 2 weeks ago • updated by Joachim Holmér (Developer) 2 weeks ago 1

I'm running Unity 5.3.4f1 and just updated to Shader Forge 1.34. After doing so, my shaders all turned pink and got a list of errors in the console:

Shader error in 'Hidden/Shader Forge/SFN_Fresnel_NRM_EXP': undeclared identifier 'unity_ObjectToWorld' at line 35 (on d3d11)

Compiling Vertex program

This appears for SFN_Fresnel_NRM_EXP and SFN_Fresnel_REQONLY (line 37). The above errors do not occur when the shader is compiled in 1.34 on Unity 5.5.


Shader Forge 1.34 is for Unity 5.5.0f3 and above only I'm afraid. For more details on version info, check the changelog: http://acegikmo.com/shaderforge/changelog/