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 568

+71
Under review
elliot.bentine 4 years ago • updated by LennardF1989 9 months ago 22
+34
Under review
jesse 4 years ago • updated by behealed 12 months ago 8
+29
Planned
Joachim Holmér (Developer) 4 years ago • updated by QuiteNice 3 years ago 4
+28
Under review
CosmosTBear 4 years ago • updated by Chun Zhu 1 year ago 19
+25
AndyZ 3 years ago • updated by Julian Rocholl 2 months ago 1

Latest updates 1,291

0
Declined
Deo 3 years ago • updated by Joachim Holmér (Developer) 12 hours ago 3
0
Not a bug
Jaejun-Kim yesterday at 1:26 a.m. • updated by Joachim Holmér (Developer) 12 hours ago 1
0
Not a bug
Alvar Pernroth 6 days ago • updated by Joachim Holmér (Developer) 3 days ago 1
0
Completed
Mehrdad Ataee 2 weeks ago • updated by Joachim Holmér (Developer) 1 week ago 2

Latest Fixes 663

0
Declined
Deo 3 years ago • updated by Joachim Holmér (Developer) 12 hours 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
0
Not a bug
rosstin 2 days ago • updated by Joachim Holmér (Developer) 12 hours ago 1

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.

Answer

You just move the shader file. You shouldn't be able to get any namespace errors, unless you accidentally moved scripts or the .dll

0
Not a bug
Jaejun-Kim yesterday at 1:26 a.m. • updated by Joachim Holmér (Developer) 12 hours ago 1

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
Not a bug
Alvar Pernroth 6 days ago • updated by Joachim Holmér (Developer) 3 days ago 1

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.

Answer

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

0
Completed
Mehrdad Ataee 2 weeks ago • updated by Joachim Holmér (Developer) 1 week ago 2

hi there!

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.

Answer

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!