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 560
Latest updates 1,265
Latest Fixes 657
I want to set normal space to world. and I use a normal blend to add my normal, but why I get some black lines on the -z direction?
The normal blend node only works when both inputs are in tangent space I'm afraid. I've updated the documentation to clarify this!
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:
I would like to be able to have int property that I can then use to set which stencil buffer I'm writing into.Being able to do that would increase flexibility massively.
Exposing stencil buffer values as properties is now supported as of SF 1.38
Is there's no way to make a shaderforge outline look hand-drawn? It seems that the 'outline color' parameter doesn't accept alpha and 'outline width' only can create an even outline. How would I go about making a outline look as if it was done with pencil or ink (fluctuating width or some alpha in it's color?
Here's a good example of some nice outline effects:
Thanks also for creating shaderforge. It's really amazing!
The current outline method in Shader Forge is very cheap and fast, but doesn't look as good as you can do with more specialized shaders. Keep in mind that most good looking outlines are applies as a post effect, not as a shader on every surface. I'd do some digging into to see how those shaders are structured, and work from there.
In any case, this isn't a feature request, so I'm closing the thread.
Glad you like SF regardless!
While this is impossible for the depth node, it has now been implemented in the scene depth node!
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