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 513
Latest updates 1,127
Latest Fixes 602
I'm using Unity v5.0.1. I bought SF on November 26, 2015. I believe it was advertised as v1.26 on the Asset Store at my time of purchase. Upon purchase it appeared in my Downloads section as v1.18.
I couldn't figure out how to update it to v1.26. After download and import this (below) is what the SF tab looks like for me.
Clicking 'Download latest version' opens the Asset Store in my browser. It makes no difference whether I try accessing 'download' or 'import' through the web, app, respective Downloads sections, or respective Shader Forge store pages. It stays v1.18.
I've googled this problem and searched this site and haven't found a related solution. Perhaps I missed something?
Help would be deeply appreciated.
I'd like to see an alternate option to the current outline feature that keeps the vertices connected at the corners:
- Vertex normals
- Vertex colors
- From origin
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 :)
We've upgraded our project to Unity 5.5 but Shaderforge does not work anymore. Here are the errors we get when trying to launch:
NullReferenceException: Object reference not set to an instance of an object
AmbiguousMatchException: Ambiguous matching in method resolution
This has now been fixed in 1.30, which will release in a few minutes
I'm working on a simple DiffuseMap-NormalMap-shader for 3D meshes.
I need my normal map to be on a different UV channel than the diffuse map, so I cannot use the standard UV0 for both. However, the normal texture is displayed incorrectly on all of the remaining three channels, even though they all contain the correct unwrap. The texture is torn to pieces and partially flipped for no apparent reason.
This shouldn't be happening, right?
I should be able to use normal maps on UV1, UV2, and UV3 without any problems.
This is likely becuse your UV1/2/3 simply doesn't have the correct UV data. Try debugging with the UV node right into the emission input, and double-check the mesh importer to see if all channels are there
I've started playing with Turing patterns and using convolution matrices and came to realize this is how a lot of different filters are done.
I was wondering if there is a way this mothodology of sampling neighbor pixels to the current one can be implimented in shader forage?
It's possible but very cumbersome to make, at least if you have a large matrix.
But yes, just shift the UVs and sample again, and do whatever you like with the result!
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