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

Changelog


Popular ideas 581

+73
En revisión

User defined nodes to encapsulate frequently used functions

elliot.bentine hace 5 años • actualizado por LennardF1989 hace 1 año 22
+35
En revisión

Highlighting your inputs and outputs when clicked.

jesse hace 5 años • actualizado por behealed hace 2 años 8
+29
Planeado

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

Joachim Holmér (Developer) hace 5 años • actualizado por QuiteNice hace 4 años 4
+28
En revisión

Lightmap support for Custom Lighting Shader

CosmosTBear hace 4 años • actualizado por Chun Zhu hace 2 años 19
+27

texture arrays and gpu instancing.

Ablab hace 2 años • actualizado por indieDoroid hace 10 meses 7

Latest updates 1.345

0

Opacity clip material renders black on 2017.2 for iOS

baroquedub hace 1 semana • actualizado hace 1 semana 0
+4

Light Probes and Ambient light is broken in default PBR/deferred shader

warby hace 2 meses • actualizado por Oliver Iking hace 2 semanas 1
0

Wind Zone value

Matthew Murchison hace 3 semanas • actualizado hace 3 semanas 0
+11

Nintendo Switch support

jjsteele hace 8 meses • actualizado por JT hace 3 semanas 2

Latest Fixes 667

0
COMPLETADO

How to use shader Forge achieve the roughness of fabric

Mingpo Huang hace 2 años • actualizado por Alan Ward hace 1 mes 2

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

Respuesta

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
COMPLETADO

ShaderForge recreation of Standard Shader Gloss Response

George Allan hace 2 años • actualizado por Justin spice hace 2 meses 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?

Respuesta

This should now be fixed in 1.27

0
Solucionado

Editor won't open in 5.6

Keenan Woodall hace 12 meses • actualizado por Justin spice hace 2 meses 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.


Respuesta

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
No es un bug

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

rosstin hace 6 meses • actualizado por baroquedub hace 2 meses 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.

Respuesta

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

+1
COMPLETADO

Two-sided sign node

zoltan.erdokovy hace 4 años • actualizado por AntonioEffectsFX hace 2 meses 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.)

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