SF has now been discontinued - thank you for all your feedback!

Shader Forge development has now been discontinued, due to me not having the time to work on it anymore, and support it as much as you all deserve! I'm moving on to future projects.


If you want an up-to-date shader editor, I recommend checking out Unity's Shader Graph or Amplify Shader Editor. You can also grab the Shader Forge source code on GitHub!


For all of you who were part of this community, thank you so much for providing feedback, reporting bugs and helping each other out, as well as helping Shader Forge grow! I couldn't have done this without you all :)


// Freya Holmér

Changelog




Popular ideas 590

+74
Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 6 years ago • updated by LennardF1989 3 years ago 22
+35
Under review

Highlighting your inputs and outputs when clicked.

jesse 6 years ago • updated by behealed 3 years ago 8
+29
Planned

You should be able to create a shader without specifying where to save it first

Freya Holmér (Developer) 6 years ago • updated by QuiteNice 5 years ago 4
+28
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 6 years ago • updated by Chun Zhu 3 years ago 19
+28

texture arrays and gpu instancing.

Ablab 4 years ago • updated by indieDoroid 2 years ago 7

Latest updates 1,354

0

How To create Wireframe Shader?

Artyom Arshakyan 1 month ago 0
+7
Completed

Ability to add comments to nodes

colin 6 years ago • updated by Solution Temple 4 months ago 6
0

Two-sided sign node

mrlee 5 months ago 0
+5
Under review

Refraction has wrong depth

William Lau 5 years ago • updated by João Marcos Leão 5 months ago 6

Latest Fixes 667

+7
Completed

Ability to add comments to nodes

colin 6 years ago • updated by Solution Temple 4 months ago 6

I'm generating shader networks that are getting disturbingly large! Until there's the ability to zoom in and out, the only way I can think of that would allow me to organise things a bit better would be the ability to add a comment to any node -- also good for documenting what does what when making example shaders.

Answer
There are multiple ways in which you will be able to organize and view your node trees, all which are planned :)
- Zooming
- Node comments
- Area comments
- Nested nodes

Edit: A little late update; but commenting is now possible as of Beta 0.15, by right-clicking on nodes :)
0
Completed

How to use shader Forge achieve the roughness of fabric

Mingpo Huang 3 years ago • updated by anonymous 1 year ago 2

I am using the shader Forge rendering model suits do not even know what method to achieve surface roughness clothing

Answer

Enable PBR and sett glossiness to a very low value, or 0. If you're using the roughness model, set it to something very high

+1
Completed

ShaderForge recreation of Standard Shader Gloss Response

George Allan 3 years ago • updated by Justin spice 1 year ago 10

For some reason I'm having trouble recreating the gloss/smoothness response of the Standard Shader. I'm trying to recreate it as a base for further shaders. The gloss response gives a really tight tail in SF as it gets higher until there's almost no falloff. Could this be related to SF not having GGX?

Answer

This should now be fixed in 1.27

0
Fixed

Editor won't open in 5.6

Keenan Woodall 2 years ago • updated by Justin spice 1 year ago 5

I'm using 5.6 and the editor wont open. The shaders work fine, but again, I can't edit anything or create anything with Shader Forge. Here's a recording of it not working.


Answer

Thanks for finding this out! This has been an issue for a very long time, and nobody had ever really found a consistent way to get Unity to download the correct one. I presume it works now?

0
Not a bug

How do we use Shaderforge to export a standalone shader for a Unity Project that DOESN'T include Shaderforge itself?

rosstin 2 years ago • updated by baroquedub 2 years ago 4

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