+8
Declined

Great Suggestions of shader features

W J 11 years ago updated by Freya Holmér (Developer) 11 years ago 4
UV scroll (of any input map) : Would be nice to have the option for scrolling the texture's U or V (or both) and using a slider for rate. This way if we wanted to add Blend layers, we could scroll those too.
Let's say I wanted to make neat lava (or electric) and I had MainTex + Blend1 + Blend2 (3 input maps), then I can have MainTex traveling at +X(U) at speed of 2, Blend1 at -Y(V) speed -2 and Blend2 at +Y(V) speed 1.5. The result would be a really cool tiling lava!

A kind of "warp/refract/distort" effect option that uses Bump only (none of that super-taxing Refract method with other ghost cameras or multiple map inputs) K.I.S.S.  please!

Versatility!! (so we needn't attach Animations and Scripts to so many materials in our games) For example: Two Color pickers, and I can choose a Min/Max time it takes to Lerp from one color to the other (or any in between) giving neat magical effects. (Result: Emissive starts red, then within 4 seconds morphs to blue, then after 2 seconds morphs to purple, ect ect so on and so forth)
Another example : Add Min/Max timer + Lerp to ''Strength" of Emissive. So we can have a neat 'pulsing' action to glow maps and vfx!
If a shader could Lerp between colors at (somewhat random, but user-defined) intervals, and do the same for pulsing/intensity, all sorts of cool special effects could be achieved without attaching scripts and Animations!

If Min/Max timers could also be added to Alpha Cutoff sliders we could make our own ''dissolve'' special effects (without attaching Anims to target Material values)
Example: Say at 2.00 seconds I wanted the Alpha Cutoff to go from Zero to One within 3 seconds time.

Lastly: option/tickbox for WorldCoordinates Orientations please! This way Lava, Water, Poison, any liquids on any blocks or tiles could all be facing the same direction (forcing a Global rotation instead of Local). Only a couple lines of code go into a shader to make it use World based UV.  Its how water-shaders work. Thats why no matter where you place water or rotate it, its always 100% seamless, because of the world coordinates.

Any questions, or even examples/samples of usable code relating to above suggestions: please email moves.like.jacker at  gmail dot com

~ Jack Wong
VFX Artist

Answer

Answer
Declined
Sorry for declining this topic, but please keep each feature request in a separate thread (I should have clarified this in the description!)

Warping/refract effects on textures is possible using the add node along with a texture plus a UV coordinate node.

UV scrolling is already possible using the Panner node. You can also make scrolling manually by using the Time node along with the UV coordinate node, if you want sliders for speed, and so forth!

For world coordinates, use the World Position node and mask with the component mask to get world-space UV coordinates. (R and B, if you want flat surfaces like water/lava/etc.)

Hope I answered some of your questions :)
I'm not sure what you're asking - do you want to know how to do the things you listed in Shader Forge?
+1
(Everything you listed is already possible, apart from controlled non-code based animation and randomness, so I'm a bit confused)
Answer
Declined
Sorry for declining this topic, but please keep each feature request in a separate thread (I should have clarified this in the description!)

Warping/refract effects on textures is possible using the add node along with a texture plus a UV coordinate node.

UV scrolling is already possible using the Panner node. You can also make scrolling manually by using the Time node along with the UV coordinate node, if you want sliders for speed, and so forth!

For world coordinates, use the World Position node and mask with the component mask to get world-space UV coordinates. (R and B, if you want flat surfaces like water/lava/etc.)

Hope I answered some of your questions :)
Thanks for the reply.
I'd watched a couple youtube tutorials and had a look through the main page, but certainly had no idea such things were already possible in the current version. Good to know its more powerful than it had seemed
Check out the node documentation to see all the available nodes so far - might give you an idea of what you can do at the moment :)
http://acegikmo.com/shaderforge/nodes/