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 568
Latest updates 1,291
Latest Fixes 663
We're exporting a shader from Shaderforge and trying to use it in another project that doesn't have Shaderforge, but we get a namespace error.
You just move the shader file. You shouldn't be able to get any namespace errors, unless you accidentally moved scripts or the .dll
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
If you install Amplify Shader Editor alongside Shader Forge (I needed it for OSX tesselation), it steals the inspector links to edit the shader in a custom editor. If I click material with a Shader Forge shader, the inspector link works. But inspector links directly from selecting the Shader without a material opens up ASE instead.
There's unfortunately no way to control this, as the inspector will either be overridden by ASE or SF. It can't detect which type of shader it is to branch before it's too late
I have an script that create a custom projection matrix and inject it to the shader via SetGlobalMatrix to simulate correct reflection from camera view
this reflection is not a cubemap but a 2D texture
the matrix should help to wrap and stretch the texture correctly on top of the model as if its a reflection.
(there are actually 2 texture2Ds one on top and one on the bottom instead of 6 for performance reasons)
here is the matrix
projectionMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); projectionParams = new Vector3(projectionMatrix[0, 0], projectionMatrix[1, 1], projectionMatrix[2, 2]);
is there any way to use this matrix in Shader Forge.
I have multiplied it with "view dir", "normal dir" and "scene uv" and has splitted the RG channels as reflection UV but all was some blind shots with no success after almost spending 10 hrs playing around it.
so I would be very grateful if anyone could help, thanks.
I have found my answer
you either have to multiply view_refl_dir to the matrix by MatrixMultiplier node
or just use mul(matrix,view_refl_dir); in code.
please don't hesitate to delete this post if you discernmented so!
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