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 581

+73
Under review

User defined nodes to encapsulate frequently used functions

elliot.bentine 5 years temu • Ostatnio zmodyfikowane przez LennardF1989 1 year temu 22
+35
Under review

Highlighting your inputs and outputs when clicked.

jesse 5 years temu • Ostatnio zmodyfikowane przez behealed 2 years temu 8
+29
Planned

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

Freya Holmér (Developer) 5 years temu • Ostatnio zmodyfikowane przez QuiteNice 4 years temu 4
+28
Under review

Lightmap support for Custom Lighting Shader

CosmosTBear 4 years temu • Ostatnio zmodyfikowane przez Chun Zhu 2 years temu 19
+28

texture arrays and gpu instancing.

Ablab 2 years temu • Ostatnio zmodyfikowane przez indieDoroid 12 months temu 7

Latest updates 1 345

0

Opacity clip material renders black on 2017.2 for iOS

baroquedub 2 months temu • zaktualizowano 1 month temu 1
+4

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

warby 4 months temu • Ostatnio zmodyfikowane przez Oliver Iking 2 months temu 1
0

Wind Zone value

Matthew Murchison 2 months temu • zaktualizowano 2 months temu 0
+11

Nintendo Switch support

jjsteele 10 months temu • Ostatnio zmodyfikowane przez JT 3 months temu 2
0

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

Devin Cory 3 months temu • zaktualizowano 3 months temu 1

Latest Fixes 667

0
Ukończony

How to use shader Forge achieve the roughness of fabric

Mingpo Huang 2 years temu • Ostatnio zmodyfikowane przez anonymous 3 months temu 2

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

Odpowiedź

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
Ukończony

ShaderForge recreation of Standard Shader Gloss Response

George Allan 2 years temu • Ostatnio zmodyfikowane przez Justin spice 4 months temu 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?

Odpowiedź

This should now be fixed in 1.27

0
Fixed

Editor won't open in 5.6

Keenan Woodall 1 year temu • Ostatnio zmodyfikowane przez Justin spice 4 months temu 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.


Odpowiedź

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 8 months temu • Ostatnio zmodyfikowane przez baroquedub 4 months temu 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.

Odpowiedź

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
Ukończony

Two-sided sign node

zoltan.erdokovy 5 years temu • Ostatnio zmodyfikowane przez AntonioEffectsFX 4 months temu 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.)

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