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 543

Under review
elliot.bentine 4 years ago • updated by LennardF1989 3 months ago 22
Under review
jesse 4 years ago • updated by behealed 6 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 10 months ago 19
Under review
vincent 3 years ago • updated by Skaarah 2 years ago 16

Latest updates 1,221

Keenan Woodall 3 hours ago 0
Under review
Colton 4 months ago • updated yesterday at 9:12 a.m. 3
Tj Hughes 1 year ago • updated by Joachim Holmér (Developer) yesterday at 3:14 a.m. 9
Under review
geniusprime 1 week ago • updated by Joachim Holmér (Developer) yesterday at 3:09 a.m. 3

Latest Fixes 639

Tj Hughes 1 year ago • updated by Joachim Holmér (Developer) yesterday at 3:14 a.m. 9

I have no idea if other users get this problem, but sometimes depth blending does not work on particular SF shaders. I do not know what determines whether or not it works.

Sometimes the problem can be fixed by recreating the SF shader from scratch (with same settings)

I don't think it's a rendering problem, depth blending always works on some SF shaders I make, and doesn't on others. When it decides to not work, it only stops working for that specific shader, others aren't affected.

It doesn't matter what I have Depth Blending hooked up to, if it's not working on that particular shader, it will continue not working on both opaque and transparent shaders.

This happens across multiple computers, regardless of operating system. If depth blending works on one computer, then you export the shader and load it up on another, it may break.

Here are two examples of it working:

the shader is set up so that geometry gets darker around the intersections. This is behaving as expected.

Here's the same scene as above, but without depth blending working:

Intersections aren't interacting with the shader at all. This is with the same settings as above. This is in the same scene, but is on a different computer that we know supports depth blending.

Here is what it looks like when we set the Depth Dist of the depth blending to 0:

It looks almost like Z fighting.

Any suggestions on how to get depth blending working more consistently? I hope I provided enough info, if not please let me know!

Joachim Holmér (Developer) yesterday at 3:14 a.m.

One thing I noticed that is likely the issue - depth blend only works when lighting preview is on. If it's off, it stops working. In addition, materials now have a render order as well, which might be the culprit.

Ztripez von Matern 4 weeks ago • updated by Joachim Holmér (Developer) yesterday at 2:34 a.m. 1

The wiki says:

  • 1. Import the Image Effects package by going to Assets -> Import Package-> Image Effects (Pro Only)
  • 2. Select your camera and make sure HDR is enabled
  • 3. Search in your project view after the Bloom script
  • 4. Drag the bloom script onto the camera
  • 5. Set bloom threshold to 1 (This will make values above 1 bloom)
  • 6. Make sure your shaders have some overbright values to test it
  • 7. Done!

    But how do set overbright values?
Joachim Holmér (Developer) yesterday at 2:34 a.m.

Multiplying values by another value can overblow colors so that they overshoot 1.0. So if you have the color red {1,0,0}, and multipy it by 3, the HDR output will be {3,0,0}, which means the bloom will work with that, if the threshold is set to 1. If you can't do HDR, you can set the threshold a bit lower

Not a bug
André 3 weeks ago • updated 3 weeks ago 1

Hi! I'm trying to create a water shader. I'm using tesselation to subdivide it and then a displacement map to create waves. When the camera is between two waves, the water looks really weird as seen in the picture. I'm guessing it's got something to do with the transparency. Could i somehow make it so that the water is not seen through itself?

André 3 weeks ago

I figured it out. When I checked "Write to depth buffer" it worked as intended :)

Not a bug
stefan 2 months ago • updated by Cameron B 4 weeks ago 7

I am on SF 1.34. When I click on the Shaderforge Window Button, it throws 3 erros but never shows up.


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)
ShaderForge.SF_Editor.InitEmpty ()


NullReferenceException: Object reference not set to an instance of an object
ShaderForge.SF_Editor.Update ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:249)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:242)
UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:307)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:197)


NullReferenceException: Object reference not set to an instance of an object
ShaderForge.SF_Editor.OnDestroy ()

Any ideas?


I'm unable to reproduce this. It could be a broken install though, see if this helps! If not, let me know :) http://acegikmo.com/shaderforge/faq/?Q=erroronnewversion#erroronnewversion

ethangross 2 months ago • updated by Sam Jacobson 1 month ago 5

Hello, I am having a similar issue so I figured I would post it here. However, it does not appear to be anything related to my mouse. Shader Forge 1.34 / Unity 5.5.1f1 on Mac. The issue is that I am unable to Scroll the side panel inside of Shader Forge. The mouse wheel does however zoom in and out in the node section. Its just on the side panel where you adjust Shader settings and Properties etc.. This is a breaking issue because it prevents you from being able to access needed functionality. Thank you very much for your consideration in fixing this problem.


This has now been fixed in SF 1.36