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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!
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• 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?
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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 548
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NullReferenceException: Object reference not set to an instance of an object
UnityEditor.ShaderForgeInspector.ShowCompiledCodeButton (UnityEngine.Shader s) (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:334)
UnityEditor.ShaderForgeInspector.ShowShaderCodeArea (UnityEngine.Shader s) (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:294)
UnityEditor.ShaderForgeInspector.DrawUnitysInspector () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:264)
UnityEditor.ShaderForgeInspector.OnInspectorGUI () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:213)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229)
This has been fixed in Shader Forge 1.37
i have the backface culling turned on but it's not culling the back faces. front face culling works. shader forge 1.36 unity 5.5.2, forward rendering, dx9+, WINDOWS
I'm currently using two models to create my main character. One has a custom shader I built in Shader Forge to give a gradient effect while the other model is slightly offset with an Unlit/Color shader to give an illustrated effect.
In Unity 5.5, there was no Z-fighting between the two models but after updating to Unity 5.6/SF 1.36, there is Z-fighting occuring between the two models. I provided a video at this link to show what the issue looks like (https://drive.google.com/open?id=0Bw4fgfepuUrHOFAtXy1BeEFzZFE) . I appreciate any help you can give.
Glad it worked out!
I've built a Post-shader which takes a rendertexture rendered by a second camera, and overlays this texture (rendering only a certain layer) on the Main camera's Scene Color, after some blurring etc. Now, after having gotten it to work, the Scene Color node renders nothing but black.
What went wrong? I am using Unity 5.6.0f3 and Shader Forge v1.36.
(for shits and giggles I used the Scene UV's as a substitute, and it works)
My main camera is using the classic Graphics.Blit(source, destination, effect); line OnRenderImage.
When making post effect shaders, you should be using a Texture2D node with an internal name of _MainTex, which will contain the colors previously rendered on the screen. Incidentally, this is *much* more optimized as well. I should really fix the post effect preset to reflect this :)
Though, I'm actually not sure why SceneColor doesn't work, but it is probably something you wouldn't want to use in a post shader regardless.
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