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

Changelog


Popular ideas 573

+71
Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 4 years ago • updated by LennardF1989 10 months ago 22
+34
Under review

Highlighting your inputs and outputs when clicked.

jesse 4 years ago • updated by behealed 1 year ago 8
+29
Planned

You should be able to create a shader without specifying where to save it first

Joachim Holmér (Developer) 4 years ago • updated by QuiteNice 4 years ago 4
+28
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 4 years ago • updated by Chun Zhu 1 year ago 19
+26

Ability to add comment to an area of nodes

AndyZ 3 years ago • updated by Julian Rocholl 4 months ago 1

Latest updates 1,308

0

Sampler2D output of Code node causes NullReferenceException

Will Preston 1 hour ago • updated 1 hour ago 2
0
Fixed

Editor won't open in 2017.1.0b3

boof 7 months ago • updated by Yorick van de Haar 16 hours ago 15
+2
Under review

Cannot open shader anymore (Null Reference Exception)

Julian Allescher 2 years ago • updated by LouisC 2 weeks ago 12
+1

Mixed lighting substractive and shadow mask broken on player only

guirimarc 2 weeks ago • updated 2 weeks ago 0
0

How to make a Flipbook material

shawnkawa 2 weeks ago 0

Latest Fixes 664

0
Fixed

Editor won't open in 2017.1.0b3

boof 7 months ago • updated by Yorick van de Haar 16 hours ago 15

Answer

This has now been fixed, but the update will be delayed about 3 weeks I'm afraid

0
Fixed

Bad looking shadow artefacts

CellarPhantom 8 months ago • updated by Paper Cult 2 weeks ago 2

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!

Answer

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

0
Completed

Vertex offset mode: relative/absolute switching

Gabe Newell 4 weeks ago • updated 4 weeks ago 2

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?

Answer

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

0
Not a bug

Shader error in 'Shader Forge/2side_standard': invalid subscript 'boxMax' at line 140 (on d3d11)

Jaejun-Kim 1 month ago • updated 1 month ago 2

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


Answer

Odd. It could be that box projection simply isn't supported on UWP. I would try disabling it for UWP specifically

0
Declined

See Behind object shader

Deo 3 years ago • updated by Joachim Holmér (Developer) 1 month ago 3
Is there any way to create shader to see behind object?

Like this one  >>>>   http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse