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 1 year ago • updated by baroquedub 9 months ago 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.

Answer

+1
Answer
Not a bug

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
Answer
Not a bug

You just move the shader file. You shouldn't be able to get any namespace errors, unless you accidentally moved scripts or the .dll

I tried that but I'm getting the following error: 

""

Shader error in 'circularFill': Parse error: syntax error, unexpected $undefined, expecting TOK_SHADER at line 1


then a warning:

Shader warning in 'circularFill': Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)


Both projects a re using the same build platform, the second project is actually just a copy of the first project folder but with ShaderForge Deleted


Am I doing something stupid?

It seems like you might be moving a file between OSX and Windows, while the shader only has support for one of them. Make sure the shader has Metal and one of the DX ones in the shader settings, so that it compiles to compatible platforms

Thanks Joachim. I guess I must have copied that project from my Mac and had forgotten. I ended up importing ShaderForge and recompiling the shader. That did the trick. Thanks for your help.