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 :)
Changelog
Popular ideas 605
Latest updates 1.369
Latest Fixes 667
How to use shader Forge achieve the roughness of fabric
I am using the shader Forge rendering model suits do not even know what method to achieve surface roughness clothing
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
Ability to add comments to nodes
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.
- 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 :)
Texures are black on android but works in unity editor.
Any Idea on how to fix this?
Editor won't open in 5.6
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.
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?
ShaderForge recreation of Standard Shader Gloss Response
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?
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