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 579

Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 4 years ago • updated by LennardF1989 1 year ago 22
Under review

Highlighting your inputs and outputs when clicked.

jesse 4 years ago • updated by behealed 1 year ago 8

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

Joachim Holmér (Developer) 4 years ago • updated by QuiteNice 4 years ago 4
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 4 years ago • updated by Chun Zhu 2 years ago 19

Ability to add comment to an area of nodes

AndyZ 3 years ago • updated by Julian Rocholl 6 months ago 1

Latest updates 1,332


Two-sided sign node

zoltan.erdokovy 4 years ago • updated by AntonioEffectsFX 2 days ago 11

an undeclared identifier on GlCore (refraction input).

Jan Vetulani 2 days ago • updated 2 days ago 1

Latest Fixes 667

Not a bug

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

rosstin 4 months ago • updated by baroquedub 22 hours 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.


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


Two-sided sign node

zoltan.erdokovy 4 years ago • updated by AntonioEffectsFX 2 days ago 11

In double sided shaders it would be useful to tell the two sides apart.

If the node is called "TwoSidedSign" then it should produce 1 for front side and -1 for backside.

If the name ends up being something like "IsBackSide" then 0 for front, 1 for back. (This approach would make it simpler to use it in Lerps.)

This has now been fixed in 1.18. No more artifacts + this node :)


Won't display shader nodes anymore

Gabe Newell 4 weeks ago • updated 4 weeks ago 3

I created this shader with Shader Forge but suddenly it stopped displaying upon a new opening of the file: https://drive.google.com/file/d/1J4pABi4hPRJZPNok-ZyEJJ7JsjtUqyBR/view?usp=drivesdk

All my other shaders open and display properly


Nevermind it's back.


Is it possible to set stencil shader and blending options using a property?

Edwon 2 years ago • updated by Alexpaul 4 weeks ago 7

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


Move the light source in the Preview window

Andrei Nadin 4 years ago • updated by Alexpaul 4 weeks ago 15

Add a right mouse drag in the preview window to change the light direction? sometimes it is very handy to be able to see the back of the mesh

As of 1.20, you can now rotate the lights using RMB :)