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 577

Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 4 years ago • updated by LennardF1989 12 months ago 22
Under review

Highlighting your inputs and outputs when clicked.

jesse 4 years ago • updated by behealed 1 year ago 8

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
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 4 years ago • updated by Chun Zhu 2 years ago 19

Ability to add comment to an area of nodes

AndyZ 3 years ago • updated by Julian Rocholl 6 months ago 1

Latest updates 1,324


target renderers ignored

David Miranda 1 year ago • updated by nickolas.g.russell 3 hours ago 3

Can't permanently turn off #pragma only_renderers

behealed 3 months ago • updated by nickolas.g.russell 4 hours ago 2
Under review

Shaders not affected by ambient light in Unity 5

jonathan.small 3 years ago • updated by warby 20 hours ago 5

Bug with transmission

JVraven 2 days ago 0

Desaturate nodes produce compile error in the shader.

Tristan Moore 3 years ago • updated by JVraven 2 days ago 2

Latest Fixes 666

Not a bug

Transparency inside texture problem

Mad Ks 2 weeks ago • updated 2 weeks ago 5


I haven't found any topics with a similar problem to mine so here it is :

- I have tiles in a 2D world. They can contain decorations (resources, placeables...) and some overlay (selection indicator). I'm trying to make a shader that takes a MainTex and 2 optional textures with 2 switches allowing to apply the secondary textures on the main texture.

 - The problem i'm having is that secondary textures have transparency and ShaderForge doesn't seem to be confortable with it. 

As shown in the image, circled in red shows some bleeding in the images with transparency. Also, one of the texture seem to completely remove transparency (the one with black color around it). I checked inside Unity and with an Image Editor to be sure that transparency is present at places where bleeding can be seen. I also checked that the visual result in ShaderForge is the same when the game is launched.

- I'm not sure why it happens but the only possibilities I can see is that it's either a bug, or i'm using ShaderForge wrong.

Am I doing something wrong?


Keep in mind that transparency is in the alpha channel, so in this case the transparency isn't applied at all. You'll need to blend based on the alpha channel. The common case is to use a lerp node, with the background in A and the foreground in B, with the foreground alpha channel in the T input of the lerp node.


Write in member variables?

Gabe Newell 2 weeks ago • updated by Joachim Holmér (Developer) 2 weeks ago 1

I would like to get in a Unity C# script the value of a node.


This can be done with this line in a C# script:
PropTime = Material.GetFloat("_PropTime");

But how can I set the value of a green variable (like "Prop Time") from a chain of nodes in Shader Forge, is it even possible?


Shaders can't set the values of shader properties, so this is impossible I'm afraid

Not a bug

Pass 'FORWARD' has no vertex shader

WojtekR 1 year ago • updated by brum 2 weeks ago 3


A while back I asked a question about legacy vertex lit pass (which I have then learned was not supported) and was advised to use a modern rendering path, such as Forward.

Now, when deploying material to a device, I'm getting this error :

08-04 09:25:44.614: D/Unity(12266): WARNING: Shader
08-04 09:25:44.614: D/Unity(12266): Unsupported: 'Shader Forge/sh_water_01' - Pass 'FORWARD' has no vertex shader

Is there something you can advise?




problem solved by enabling compile for the shader under Open GL ES 3.0


Editor won't open in latest version of Unity 2017.1.0p1

ehardin 6 months ago • updated by Zack Black 1 month ago 10

Installed SF v1.37


It looks like your installation is broken. This has already been fixed in 1.37. Make sure you run a clean install:



Editor won't open in 2017.1.0b3

boof 9 months ago • updated by Zack Black 1 month ago 20


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