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 608

+74
На рассмотрении

User defined nodes to encapsulate frequently used functions

elliot bentine 11 лет назад обновлен Cindy Byrd 1 месяц назад 24
+35
На рассмотрении

Highlighting your inputs and outputs when clicked.

jesse 11 лет назад обновлен anonymous 3 недели назад 11
+29
Запланирован

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

Freya Holmér (Developer) 11 лет назад обновлен Cindy Byrd 1 месяц назад 21
+28
На рассмотрении

Lightmap support for Custom Lighting Shader

CosmosTBear 11 лет назад обновлен Cindy Byrd 1 месяц назад 21
+28

texture arrays and gpu instancing.

Ablab 9 лет назад обновлен Cindy Byrd 1 месяц назад 9

Latest updates 1 373

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Latest Fixes 667

+7
Завершен

Ability to add comments to nodes

colin 11 лет назад обновлен Layla Madison 1 день назад 68

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.

Ответ
Freya Holmér (Developer) 11 лет назад
There are multiple ways in which you will be able to organize and view your node trees, all which are planned :)
- 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 :)
0
Завершен

How to use shader Forge achieve the roughness of fabric

Mingpo Huang 9 лет назад обновлен George Williams 4 дня назад 18

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

Ответ
Freya Holmér (Developer) 9 лет назад

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

0
Не ошибка

Texures are black on android but works in unity editor.

Sine Anima 9 лет назад обновлен Fatih Barut 2 года назад 6
I made a simple Bumped Specular shader in shader forge, it´s just three texture2d and they are connected to their respective channel, diffuse, specular and normal. In the unity editor it works perfectly but when I run it on android all textures are just black.

Any Idea on how to fix this?
Ответ
Freya Holmér (Developer) 9 лет назад
I see! I'll keep it in mind if anyone else get the same issue :)
0
Исправлен

Editor won't open in 5.6

Keenan Woodall 8 лет назад обновлен Demian Ford 3 года назад 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.

Youtube video

Ответ
Freya Holmér (Developer) 8 лет назад

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?

+1
Завершен

ShaderForge recreation of Standard Shader Gloss Response

George Allan 9 лет назад обновлен Demian Ford 3 года назад 11

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?

Ответ
Freya Holmér (Developer) 8 лет назад

This should now be fixed in 1.27

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