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 530
Latest updates 1,177
Latest Fixes 622
My results for this are different than Joachim's even though I followed the instructions exactly. In the comments of the video I noticed another user had the same issue.
Here is a screen shot of my issue, as you can see the display texture has a gray overlay when the slider is at 0, should look like the base texture 2d.
The issue was that the color ramp texture's Wrap Mode needs to be set to Clamp, not Repeat.
I picked up SF to work on a specific type of effect- I need the smoke effects in this game to dissolve, rather than fade away. To do this, I'm trying to use Opacity Clip, but I'm getting weird results. It seems to "eat away" at the texture just a little bit, but then will abruptly make the entire particle disappear at once- I can't seem to find the sweet spot where the particle breaks apart smoothly. I'm not trying to to use transparency- I want the particles to be opaque until they break apart completely.
Any ideas? Am I doing something horribly wrong?
You likely just need a +/- 0.5 offset before the opacity clip input, or, you're clamping too early somewhere in the chain. In any case, it's a math issue, not really a SF issue!
Is it possible to distribute the .shader file created by ShaderForge on the web and publish the code?
Unity 5.2 (or 5.1, not sure) adds the ability to set and get UVs as Vector2, Vector3, or Vector4 lists. It would be nice if ShaderForge could provide an option to read texcoord attributes as a fixed4 in particular.
This has now been added to 1.34!
Just updated both Unity and Shader Forge and noticed that specular highlights are incorrect across all of my shaders. Here's a comparison of the base SF PBR shader and the Unity Standard Shader, both with smoothness/roughness set to 0.7. The reflection appears to be correct, but at this value the specular highlight has completely disappeared.
This has now been fixed in 1.33!
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