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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!
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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
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This has now been fixed, but the update will be delayed about 3 weeks I'm afraid
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.
I have parts of my shader that require "absolute" and other parts that require the "relative" mode to work properly. What can I do to use both modes in a single script? Or rather what can I do to make a part of a shader turn from absolute into a relative mode?
That's usually a matter of either transforming with the local to world / world to local matrices, and/or adding the object position to the portion you want to be relative. Either make it absolute, and add the object position to the parts that should be relative, or make it relative, and subtract the object position from the parts that should be absolute. There may be additional quirks when it comes to static batching, as object position won't be valid in that case. And some matrix hackery might be necessary if you're dealing with rotated and scaled objects
current I got this error, when I built for Universal Windows Platform In Unity 2017.2.0f2
Is there something to solve?
when I built to others platform (ex PC, Android), it worked. but only uwp doesn't working
"Shader error in 'Shader Forge/2side_standard': invalid subscript 'boxMax' at line 140 (on d3d11)"
"Error building Player: Shader error in 'Shader Forge/2side_standard': invalid subscript 'boxMax' at line 140 (on d3d11)"
Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN VERTEXLIGHT_ON LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_HARDWARE_TIER1
Odd. It could be that box projection simply isn't supported on UWP. I would try disabling it for UWP specifically
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