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 584

+74
Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 5 jaar geleden • bijgewerkt door LennardF1989 2 jaar geleden 22
+35
Under review

Highlighting your inputs and outputs when clicked.

jesse 5 jaar geleden • bijgewerkt door behealed 2 jaar geleden 8
+29
Planned

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

Freya Holmér (Developer) 5 jaar geleden • bijgewerkt door QuiteNice 4 jaar geleden 4
+28
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 5 jaar geleden • bijgewerkt door Chun Zhu 2 jaar geleden 19
+28

texture arrays and gpu instancing.

Ablab 3 jaar geleden • bijgewerkt door indieDoroid 1 jaar geleden 7

Latest updates 1.348

0

Distribution of created shader file

kullboys 1 maand geleden 0
0

Why there is a line

V PC 2 maand geleden • bijgewerkt 2 maand geleden 1
0

PBR shader dosen't work on iOS device

聂志境 2 maand geleden • bijgewerkt 2 maand geleden 2
0

Opacity clip material renders black on 2017.2 for iOS

baroquedub 4 maand geleden • bijgewerkt 3 maand geleden 1
+4

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

warby 6 maand geleden • bijgewerkt door Oliver Iking 4 maand geleden 1

Latest Fixes 667

0
Voltooid

How to use shader Forge achieve the roughness of fabric

Mingpo Huang 2 jaar geleden • bijgewerkt door anonymous 5 maand geleden 2

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

Antwoord
Freya Holmér (Developer) 2 jaar geleden

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
Voltooid

ShaderForge recreation of Standard Shader Gloss Response

George Allan 2 jaar geleden • bijgewerkt door Justin spice 6 maand geleden 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?

Antwoord
Freya Holmér (Developer) 2 jaar geleden

This should now be fixed in 1.27

0
Fixed

Editor won't open in 5.6

Keenan Woodall 1 jaar geleden • bijgewerkt door Justin spice 6 maand geleden 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.


Antwoord
Freya Holmér (Developer) 1 jaar geleden

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 10 maand geleden • bijgewerkt door baroquedub 6 maand geleden 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.

Antwoord
Freya Holmér (Developer) 10 maand geleden

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
Voltooid

Two-sided sign node

zoltan.erdokovy 5 jaar geleden • bijgewerkt door AntonioEffectsFX 6 maand geleden 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.)

Antwoord
Freya Holmér (Developer) 3 jaar geleden
This has now been fixed in 1.18. No more artifacts + this node :)