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 490

+52
Under review
Elliot.bentine 3 years ago • updated by Msperling 9 months ago 19
+28
Under review
Jesse 3 years ago • updated by Derrickbarth 2 years ago 7
+25
Planned
Joachim Holmér (Developer) 3 years ago • updated by QuiteNice 2 years ago 4
+22
Planned
Bob Aman 2 years ago • updated by H92 10 months ago 4
+21
Under review
CosmosTBear 3 years ago • updated by Chun Zhu 1 month ago 19

Latest updates 1,061

0
Behealed 3 days ago • updated yesterday at 6:01 p.m. 1
0
Completed
Brad Hammond 2 years ago • updated by Hazed_blue yesterday at 9:30 a.m. 10
0
Ratking yesterday at 2:32 a.m. 0
0
Behealed 2 days ago • updated 2 days ago 1
0
Behealed 2 days ago 0

Latest Fixes 590

0
Completed
Brad Hammond 2 years ago • updated by Hazed_blue yesterday at 9:30 a.m. 10
When I am hooking up displacement nodes as soon as I introduce, view dir, bi dir normal or fresnal it stops working. Not exactly sure if this is expected behavior or not. If so is there a work around for getting the fresnal value?
Answer
This has now been fixed in 1.17, at least for all but fresnel. A manual fresnel works though! dot( normal, view )
0
Not a bug
LearningIsGood 1 week ago • updated by Joachim Holmér (Developer) 1 week ago 1

Hello everybody,

Right to the point, this is my problem. The shader on the mesh looks perfect, but the preview on the nodes which complicates me to get an idea about how is going to be the result.


I have bought Shader Forge this week and I have Unity 5.4 recently installed.

Thanks for your help.

Have a nice day ^w^

P.D: I searched on the forum a problem similar to mine. But I haven't found it, if somebody knows about that I would appreciate to have the link.

Answer

Not sure if I understand you fully, but, this is likely because on the nodes themselves, you only see a single light source, while in the preview window or in-game, you'll see all lights affecting the object

0
Completed
黄小铭 1 week ago • updated 1 week ago 3

When the cortex more smooth gloss when the surface of the high points of light there will be some jaggies, using standard materials also have this phenomenon. Is there any way to solve this problem?

0
Not a bug
WojtekR 3 weeks ago • updated by Joachim Holmér (Developer) 3 weeks ago 2

Hello,

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?

Thanks!

Wojtek

Answer

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

+4
Not a bug
Olarme 2 years ago • updated by Joachim Holmér (Developer) 3 weeks ago 4
When I make a Standard shader and set the type to Transparent, it works fine with the text elements in the new unity UI. However, a shader forge shader creates boxes around the text. I tried changing the alpha, alpha clip, and blend mode, but no dice. Is there any way to make shader forge work with the new text UI?
Answer

It's because the text element holds a texture with the font rendered onto it, which is used to cut out all the letters. You need to make sure you are using the alpha channel of this texture in the shader. The UI Text class passes the font texture up to the material using MainTex.


Add a Texture2D node and call it MainTex. Use the RGB color as you see fit, and make sure the alpha channel is multiplied into the Opacity on the output. Make sure the shader is set to Transparent.