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 554

Under review
elliot.bentine 4 years ago • updated by LennardF1989 6 months ago 22
Under review
jesse 4 years ago • updated by behealed 9 months ago 8
Joachim Holmér (Developer) 4 years ago • updated by QuiteNice 3 years ago 4
Under review
CosmosTBear 3 years ago • updated by Chun Zhu 1 year ago 19
Ablab 1 year ago • updated by indieDoroid 2 weeks ago 7

Latest updates 1,250

JVraven 7 hours ago • updated 7 hours ago 1
Lorence 1 week ago • updated by Joachim Holmér (Developer) 4 days ago 5
jambo 2 years ago • updated by JVraven 5 days ago 2
arttea 4 years ago • updated by Lorence 1 week ago 12

Latest Fixes 649

Lorence 1 week ago • updated by Joachim Holmér (Developer) 4 days ago 5

hi shader forge, i noticed "soft light" is missing in the blend node. Can this be implemented?


Alright, glad it worked out! Sorry for the late response

arttea 4 years ago • updated by Lorence 1 week ago 12
This has now been implemented in Beta 0.23 :)

Here are the 18 ones implemented:
- Darken, Multiply, Color Burn, Linear Burn
- Lighten, Screen, Color Dodge, Linear Dodge
- Overlay, Hard Light, Vivid Light, Linear Light, Pin Light, Hard Mix
- Difference, Exclusion, Subtract, Divide

Here are the ones not implemented, if you find any of these important, open a new topic:
- Normal (We're not using alpha, so this mode is redundant)
- Dissolve (We're not using alpha, so this mode is redundant)
- Darker Color (Same as Darken, but based on color luminosity)
- Lighter Color (Same as Lighter, but based on color luminosity)
- Soft Light (Rather complex and expensive to use on a shader level)
Andrei Nadin 4 years ago • updated by Joachim Holmér (Developer) 2 weeks ago 10
I am trying to use View Direction but no matter what I do , I get this error

Shader error in 'Custom/ViewDirProblem': Program 'vert', undefined variable "viewDirection" at line 190

It seems to be broken along with reflected 
This has been fixed in Beta 0.34
Luiz 3 weeks ago • updated 2 weeks ago 2

Hello, and first of all sorry if the question seems too easy or was already answered.

I'm a new user of shader forge and I'd like to translate a fog of war shader to shader forge. The shader is this one:

Shader "FogOfWar/FogShader" {
Properties {
     _OldFogTex ("Old Fog Texture", 2D) = "gray" {}
     _FogTex ("Fog Texture", 2D) = "gray" {}
     _Color ("Color", Color) = (0,0,0,0)
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
Blend DstColor Zero
Offset -1, -1

#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"

struct v2f {
     float4 uvShadow : TEXCOORD0;
     float4 pos : SV_POSITION;

float4x4 unity_Projector;
float4x4 unity_ProjectorClip;

v2f vert (float4 vertex : POSITION)
     v2f o;
     o.pos = mul (UNITY_MATRIX_MVP, vertex);
     o.uvShadow = mul (unity_Projector, vertex);
     return o;

sampler2D _OldFogTex;
sampler2D _FogTex;
fixed4 _Color;
uniform float _Blend;

fixed4 frag (v2f i) : SV_Target
    fixed a1 = tex2Dproj (_OldFogTex, UNITY_PROJ_COORD(i.uvShadow)).a;
     fixed a2 = tex2Dproj (_FogTex, UNITY_PROJ_COORD(i.uvShadow)).a;

     fixed a = lerp(a1, a2, _Blend);
     fixed4 col = lerp(_Color, fixed4(1,1,1,1), a);

     UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1));
     return col;

I'm having a hard time trying to figure out how can I change the tex2Dproj function for some Shader forge node and the Apply fog color as well. Is it the right approach to try to find a translation directly? Is there any other way I could do it?

Thanks in advance.


SF doesn't have built-in support for Tex2Dproj, but you can likely do it manually, though I'm not entirely sure how this fog of war shader is supposed to work. It's more of a question for the forums though, this place is for requesting features and reporting bugs

emi 11 months ago • updated by Joachim Holmér (Developer) 2 weeks ago 16

We've upgraded our project to Unity 5.5 but Shaderforge does not work anymore. Here are the errors we get when trying to launch:

NullReferenceException: Object reference not set to an instance of an object

ShaderForge.SF_Editor.OnDestroy ()


AmbiguousMatchException: Ambiguous matching in method resolution

System.Reflection.Binder.FindMostDerivedMatch (System.Reflection.MethodBase[] match) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Binder.cs:106)
System.MonoType.GetMethodImpl (System.String name, BindingFlags bindingAttr, System.Reflection.Binder binder, CallingConventions callConvention, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoType.cs:245)
System.Type.GetMethod (System.String name, BindingFlags bindingAttr) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Type.cs:787)
ShaderForge.SF_PreviewWindow.SetupPreview ()
ShaderForge.SF_PreviewWindow..ctor (ShaderForge.SF_Editor editor)
ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)
ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)
ShaderForgeMaterialInspector.OnInspectorGUI () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeMaterialInspector.cs:85)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1233)
Will this be fixed soon ? thanks


This has now been fixed in 1.30, which will release in a few minutes