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 581

À l'étude

User defined nodes to encapsulate frequently used functions

elliot.bentine il y a 5 ans • mis à jour par LennardF1989 il y a 1 an 22
À l'étude

Highlighting your inputs and outputs when clicked.

jesse il y a 5 ans • mis à jour par behealed il y a 2 ans 8

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

Joachim Holmér (Developer) il y a 5 ans • mis à jour par QuiteNice il y a 4 ans 4
À l'étude

Lightmap support for Custom Lighting Shader

CosmosTBear il y a 4 ans • mis à jour par Chun Zhu il y a 2 ans 19

texture arrays and gpu instancing.

Ablab il y a 2 ans • mis à jour par indieDoroid il y a 10 mois 7

Latest updates 1 345


Opacity clip material renders black on 2017.2 for iOS

baroquedub il y a 1 semaine • mis à jour il y a 1 semaine 0

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

warby il y a 2 mois • mis à jour par Oliver Iking il y a 2 semaines 1

Wind Zone value

Matthew Murchison il y a 3 semaines • mis à jour il y a 3 semaines 0

Nintendo Switch support

jjsteele il y a 8 mois • mis à jour par JT il y a 3 semaines 2

Connecting a 'Face Sign' node to a tree which outputs to 'Vertex Offset' causes shader error.

Devin Cory il y a 4 semaines • mis à jour il y a 4 semaines 1

Latest Fixes 667


How to use shader Forge achieve the roughness of fabric

Mingpo Huang il y a 2 ans • mis à jour par Alan Ward il y a 1 mois 2

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


ShaderForge recreation of Standard Shader Gloss Response

George Allan il y a 2 ans • mis à jour par Justin spice il y a 2 mois 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?


This should now be fixed in 1.27


Editor won't open in 5.6

Keenan Woodall il y a 12 mois • mis à jour par Justin spice il y a 2 mois 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.


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?

Pas un bug

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

rosstin il y a 6 mois • mis à jour par baroquedub il y a 2 mois 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 il y a 4 ans • mis à jour par AntonioEffectsFX il y a 2 mois 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 :)