tag:userecho.com,2024-03-28:/feeds/topics/de//Shader Forge2023-12-13T15:30:48+00:00tag:shaderforge.userecho.com,2023-12-13:/communities/1/topics/729-ability-to-add-comments-to-nodes/2023-12-13T15:30:48+00:002023-12-13T15:30:48+00:00Ability to add comments to nodes [ideen] [fertiggestellt]<p>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.<br></p><br/><br/> Eartha Ivey haben geantwortet:<br/><p>I can never forget May 6, 2019. The year almighty God used Dr.Lucas to change my life for good. I'm so happy sharing this to the world because i have never seen this kind of miracle Dr.Lucas did in my life, I'm Eartha Ivey who won $7,000,000 million dollars on Virginia lottery, i was a nurse in suffolk, on that blessed day i was on a website and i saw a comment from Earl Lape on how Dr.Lucas helped him won the lottery, although i was so scared i took the risk and gave it a try and i took Dr.Lucas Email and messaged him, i told him what i want and he assured me that i was going to win the lottery game, he casted a spell and gave me some numbers after 48hrs with some instructions which i followed correctly and to my greatest surprise i won with the numbers. When i realized i had won a prize. I was all nervous and shaky, so I called my daughter and said to her, I think I won $4 million. I never knew I won $7,000,000. I became $7 million richer overnight with the help of Dr Lucas, please this is real and genuine contact Dr Lucas if you really want to win the lottery there are lots of scams online don't fall for their traps, Dr Lucas is the only real spell caster I've ever seen, Email: <a href="mailto:Drlucasspelltemple@gmail.com">Drlucasspelltemple@gmail.com</a> or WhatsApp +234 904 794 3567. You will never regret contacting Dr Lucas, he's the best THANK YOU</p>colinhttps://shaderforge.userecho.com/users/97-colin/topics/tag:shaderforge.userecho.com,2023-11-24:/communities/1/topics/135-you-should-be-able-to-create-a-shader-without-specifying-where-to-save-it-first/2023-11-24T07:39:19+00:002023-11-24T07:39:19+00:00You should be able to create a shader without specifying where to save it first [ideen] [geplant]<br/><br/> Otis Darko haben geantwortet:<br/><p>Tracey Wilson Says</p><p>Am giving this testimony because am happy and I want you all to be 100% careful on who you contact online so you will never and never be scammed at all as I have held an experiences with some useless and jobless spell caster who ripped me off the total sum of $39,000.00 dollars and another one also scammed me out of the sum of just $10,000.00 while the last one I meet collected the sum of $12,000.00 dollars from me and all these happened to me because I was so desperate in getting my lover back to me and one faithful and wonderful after noon as I was surfing the net I came accross a testimony on how one Tracey Jackson got her EX back to her with the help of DR HUNTERS ALVIN and I decided to give him a TRIAL because of all the testimony I read online about this man and at the end of it all it ended well as my ex came back to me at once and he has done all I asked of him to do for me and it did not only end up there this spell caster as did PREGNANCY SPELL for me and today am pregnant... His email address is : huntersalvinsolution@yahoo.com OR huntersalvinsolution@gmail.com .... YOU CAN USE ANY OF THE EMAILS...... YOU CAN ALSO ADD HIM UP ON WHATSAPP USING THIS MOBILE NUMBER:+2347059232579</p>Freya Holmérhttps://shaderforge.userecho.com/users/3-freya-holmer/topics/tag:shaderforge.userecho.com,2023-09-23:/communities/1/topics/1232-issue-with-uv-coordinates-with-multiple-texturessprites-using-an-atlas/2023-09-23T17:04:57+00:002023-09-23T17:04:57+00:00Issue with UV coordinates with multiple textures(sprites) using an atlas [fehler] <p><span>UV coordinates for 2D sprites using atlas are wrong for textures that are not the main texture. It gets the atlas UV and not the sprite UV coordinate.</span><br>So, it works nicely for the main texture node, but not for a second texture.</p><br/><br/> Amber Lauriane haben geantwortet:<br/><p>I noticed my husband was cheating on me and no longer committed to our marriage. When i asked him what the problem was he told me that he is not happy and he is asking for a divorce. It broke me into pieces because he was the only man i have ever been with. I was looking for something online when i saw an article how Dr Ilekhojie helped so many people in similar situation like mine, i contacted him immediately telling him about my problem. </p><p> He made consultations and performed a reconciliation ritual. All he asked of me, i did it out of complete trust for him and in exactly 3 days, my husband returned home from work and asked that i forget completely about the divorce and he wants us to put our minds together and make our marriage work. Everything went well because of the intervention of Dr Ilekhojie. Kindly make contact with him if you have problems in your marriage or relationship. Phone number/Whatsapp +2348147400259 or via his Email: gethelp05@gmail.com</p>Marcelo Spiezzi Raimbaulthttps://shaderforge.userecho.com/users/1046-marcelo-spiezzi-raimbault/topics/tag:shaderforge.userecho.com,2023-03-30:/communities/1/topics/1637-yor-construction-investments-inc/2023-03-30T17:57:50+00:002023-03-30T17:57:50+00:00YOR Construction & Investments, Inc. [ideen] <p>We are one of the top companies offering residential and commercial construction services in Los Angeles and other Southern California regions!<br>Contact details:<br>Address: 12135 Miranda St, Valley Village, CA, 91607<br>Phone: 1 888-457-7746</p><p>Website: <a href="https://yorconstruction.com/">https://yorconstruction.com/</a></p><br/><br/>vorschlagen yorconstructionandinvestmentsyorconstructionandinvestmentshttps://shaderforge.userecho.com/users/1570-yorconstructionandinvestments/topics/tag:shaderforge.userecho.com,2023-02-16:/communities/1/topics/1635-top-writers-for-hire/2023-02-16T09:17:41+00:002023-02-16T09:17:41+00:00Top Writers For Hire [ideen] <p>A content writing service that provides businesses and individuals with intriguing content.</p><p>Contact details:</p><p>Address: 1119 E Addison Ave, Lombard, Illinois 60148, US<br></p><p>Website: <a href="https://topwritersforhire.com/"></a><a href="https://topwritersforhire.com/">https://topwritersforhire.com/</a></p><br/><br/>vorschlagen Top Writers For HireTop Writers For Hirehttps://shaderforge.userecho.com/users/1568-top-writers-for-hire/topics/tag:shaderforge.userecho.com,2023-02-16:/communities/1/topics/1634-lake-norman-hardscapes/2023-02-16T09:08:23+00:002023-02-16T09:08:23+00:00Lake Norman Hardscapes [ideen] <p>We build the best backyard patios, outdoor kitchens, retaining walls, fire pits and fireplaces. hardscape that Lake Norman has to offer. Are you looking for amazing outdoor space to enjoy. Call Today!</p><p>Contact details:</p><p>Address: 16000 Old Statesville Rd, Huntersville, NC 28078, United States</p><p>Phone: 704-765-0229</p><p>Website: <a href="https://www.lakenormanhardscapes.com/"></a><a href="https://www.lakenormanhardscapes.com/">https://www.lakenormanhardscapes.com/</a></p><br/><br/>vorschlagen Lake Norman HardscapesLake Norman Hardscapeshttps://shaderforge.userecho.com/users/1567-lake-norman-hardscapes/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1628-crown-jewels-and-coin/2023-01-04T20:50:29+00:002023-01-04T20:50:29+00:00Crown jewels and coin [ideen] <p>Bringing affordable fine jewelry to New Mexico and shipping globally. Diamond rings, Rolex watches, chains, custom jewelry, Native American, and Verragio. The only licensed retailer for Verragio in ABQ.<br>Contact details:<br>Address: 3248 San Mateo Blvd NE<br>Phone: 15058844888</p><p>Website: <a href="https://crownjewelsandcoin.com/"></a><a href="https://crownjewelsandcoin.com/">https://crownjewelsandcoin.com/</a></p><br/><br/>vorschlagen Crown Jewels & CoinCrown Jewels & Coinhttps://shaderforge.userecho.com/users/1562-crown-jewels-coin/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1627-mj-diamonds/2023-01-04T20:41:15+00:002023-01-04T20:41:15+00:00MJ Diamonds [ideen] <p>MJ Diamonds is the finest store providing all kinds of Diamond Jewelry. See the Diamond Jewelry Dearborn MI today!</p><p>Contact details: </p><p>Address: 37548 Six Mile Rd, Livonia, MI 48152, United States </p><p>Phone: (734)−462−7777</p><p>Website: <a href="https://mjdiamonds.com/"></a><a href="https://mjdiamonds.com/">https://mjdiamonds.com/</a></p><br/><br/>vorschlagen MJ DiamondsMJ Diamondshttps://shaderforge.userecho.com/users/1561-mj-diamonds/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1626-plastic-surgery-houston/2023-01-04T20:32:23+00:002023-01-04T20:32:23+00:00Plastic surgery houston [ideen] <p>Cosmetic Plastic Surgery center by top surgeon Dr. Robert Peterson is the best near the place for all surgical and non-surgical procedures in Houston, Spring TX. </p><p>Contact details: </p><p>Address: 17070 Red Oak Dr Suite 500, Houston, TX 77090, United States </p><p>Phone: (281) 893 4144</p><p>Website: <a href="https://plasticsurgeryhouston.com/"></a><a href="https://plasticsurgeryhouston.com/">https://plasticsurgeryhouston.com/</a></p><br/><br/>vorschlagen Plastic surgery houstonPlastic surgery houstonhttps://shaderforge.userecho.com/users/1560-plastic-surgery-houston/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1625-lucho/2023-01-04T20:22:41+00:002023-01-04T20:22:41+00:00Lucho [ideen] <p>This boutique is not just for everyone, this store sells the most luxurious mens clothing Houston.</p><p>Contcat details:</p><p>Address: 1121 Uptown Park Blvd #12Houston, TX 77056</p><p>Phone: (832) 495−8558</p><p>Website: <a href="https://lucho.com/"></a><a href="https://lucho.com/">https://lucho.com/</a></p><br/><br/>vorschlagen LuchoLuchohttps://shaderforge.userecho.com/users/1559-lucho/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1624-carbonrepro/2023-01-04T20:13:54+00:002023-01-04T20:13:54+00:00Carbonrepro [ideen] <p>CarbonRepro is the best online printing company in Houston, TX. We offer Custom Banner Printing, Business Cards, Post Cards and many other marketing products. Contact details: </p><p>Address: 5601 Bintliff Dr #550, Houston, TX 77036, United States </p><p>Phone: (832) 642-5664</p><p>Website: <a href="https://carbonrepro.com/">https://carbonrepro.com/</a></p><br/><br/>vorschlagen CarbonreproCarbonreprohttps://shaderforge.userecho.com/users/1558-carbonrepro/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1623-call4care-ab/2023-01-04T20:02:56+00:002023-01-04T20:02:56+00:00Call4care AB [ideen] <p>Flyttfirma Call4care AB är ett enkelt val för alla typer av flytt. Vi är en flyttfirma med flera bilar som utgår från Jönköping och kör över hela Sverige.</p><p>Contact details:</p><p>Address: Verktygsvägen 10, 553 02 Jönköping, Sweden</p><p>Phone: 103300996</p><p>Website: <a href="https://call4care.se/">https://call4care.se/</a></p><br/><br/>vorschlagen Call4Care ABCall4Care ABhttps://shaderforge.userecho.com/users/1557-call4care-ab/topics/tag:shaderforge.userecho.com,2023-01-04:/communities/1/topics/1622-cabocribs/2023-01-04T19:52:44+00:002023-01-04T19:52:44+00:00Cabocribs [ideen] <p>CABO CRIBS is committed to delivering a high level of expertise, customer service, and attention to detail to the marketing and sales of luxury real estate, and rental properties.</p><p>Contact details:</p><p>Address: Plaza Cascada, Carr. Transpeninsular Local 22, Zona Hotelera</p><p>Phone: 310 860 6063</p><p>Website: <a href="https://cabocribs.com/">https://cabocribs.com/</a></p><br/><br/>vorschlagen CabocribsCabocribshttps://shaderforge.userecho.com/users/1556-cabocribs/topics/tag:shaderforge.userecho.com,2022-10-31:/communities/1/topics/272-texures-are-black-on-android-but-works-in-unity-editor/2022-10-31T03:17:47+00:002022-10-31T03:17:47+00:00Texures are black on android but works in unity editor. [fehler] [not a bug]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.<br><br>Any Idea on how to fix this?<br/><br/> Fatih Barut haben geantwortet:<br/><p>Auto graphics API solves the problem.</p>Sine Animahttps://shaderforge.userecho.com/users/681-sine-anima/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/1384-editor-wont-open-in-56/2022-05-27T23:04:41+00:002022-05-27T23:04:41+00:00Editor won't open in 5.6 [fehler] [fixed]<p>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.</p><p><span><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/NjG21ZPzqd0" width="500"></iframe></span><br></p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></strong></p><ul><br></ul>Keenan Woodallhttps://shaderforge.userecho.com/users/1223-keenan-woodall/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/1099-shaderforge-recreation-of-standard-shader-gloss-response/2022-05-27T22:56:27+00:002022-05-27T22:56:27+00:00ShaderForge recreation of Standard Shader Gloss Response [ideen] [fertiggestellt]<p>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? </p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></strong></p><ul><br></ul>George Allanhttps://shaderforge.userecho.com/users/659-george-allan/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/1116-how-to-use-shader-forge-achieve-the-roughness-of-fabric/2022-05-27T22:52:19+00:002022-05-27T22:52:19+00:00How to use shader Forge achieve the roughness of fabric [ideen] [fertiggestellt]<p><span>I am using the shader Forge rendering model suits do not even know what method to achieve surface roughness clothing</span></p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></strong></p><ul><li><a data-action="reply-comment" data-type="reply-comment" href="https://shaderforge.userecho.com/en/communities/1/topics/1587-how-to-create-wireframe-shader#"></a></li></ul><p></p>Mingpo Huanghttps://shaderforge.userecho.com/users/897-mingpo-huang/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/801-is-it-possible-to-set-stencil-shader-and-blending-options-using-a-property/2022-05-27T22:51:46+00:002022-05-27T22:51:46+00:00Is it possible to set stencil shader and blending options using a property? [ideen] [fertiggestellt]<p>I would like to be able to have int property that I can then use to set which stencil buffer I'm writing into.Being able to do that would increase flexibility massively. </p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></strong></p><ul><li><a data-action="reply-comment" data-type="reply-comment" href="https://shaderforge.userecho.com/en/communities/1/topics/1587-how-to-create-wireframe-shader#"></a></li></ul><p></p>Edwonhttps://shaderforge.userecho.com/users/539-edwon/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/1587-how-to-create-wireframe-shader/2022-05-27T22:39:24+00:002022-05-27T22:39:24+00:00How To create Wireframe Shader? [ideen] <p>Hi everyone who still here ))<br>Who knows how to make wireframe shader with shader forge?</p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></strong></p>Artyom Arshakyanhttps://shaderforge.userecho.com/users/1491-artyom-arshakyan/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/385-cannot-open-shader-anymore-null-reference-exception/2022-05-27T22:33:16+00:002022-05-27T22:33:16+00:00Cannot open shader anymore (Null Reference Exception) [fehler] [wird überprüft]<p>Cannot open my shader file anymore. Shader is working ingame, but Shaderforge refuses to open the file. Unfortunately I haven't made any BackUp of the shader...<br><br>This is the message I get:<br><br></p><p>NullReferenceException: Object reference not set to an instance of an object<br>ShaderForge.SF_Node.GetInputData (System.String id)<br>ShaderForge.SFN_Lerp.IsUniformOutput ()<br>ShaderForge.SFN_If.IsUniformOutput ()<br>ShaderForge.SF_NodePreview.Combine ()<br>ShaderForge.SF_Node.RefreshValue (Int32 ia, Int32 ib)<br>ShaderForge.SF_Node_Arithmetic.RefreshValue ()<br>ShaderForge.SF_Node.OnUpdateNode (NodeUpdateType updType, Boolean cascade)<br>ShaderForge.SF_NodeConnector.SetValueType (ValueType vt)<br>ShaderForge.SFNCG_Arithmetic.SetOutputValueType (ValueType vt)<br>ShaderForge.SFNCG_Arithmetic.Refresh ()<br>ShaderForge.SF_NodeConnector.LinkTo (ShaderForge.SF_NodeConnector other, LinkingMethod linkMethod, Boolean registerUndo)<br>ShaderForge.SF_Link.Establish (ShaderForge.SF_Editor editor, LinkingMethod linkMethod)<br>ShaderForge.SF_Parser.LoadFromNodeData (System.String data, Single version, System.String& missingNode)<br>ShaderForge.SF_Parser.ParseNodeDataFromShader (ShaderForge.SF_Editor editor, UnityEngine.Shader s)<br>ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)<br>ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)<br>UnityEditor.ShaderForgeInspector.OnInspectorGUI () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:172)<br>UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1211)<br>UnityEditor.DockArea:OnGUI()<br></p><br/><br/> Demian Ford haben geantwortet:<br/><p>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com/"> amberlottotemple.com</a></p><ul><li><a data-action="reply-comment" data-type="reply-comment" href="https://shaderforge.userecho.com/en/communities/1/topics/80-texture-arrays-and-gpu-instancing#"></a></li></ul><p></p>Julian Allescherhttps://shaderforge.userecho.com/users/707-julian-allescher/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/80-texture-arrays-and-gpu-instancing/2022-05-27T22:30:31+00:002022-05-27T22:30:31+00:00texture arrays and gpu instancing. [ideen] <p>next month on the 16th it appears the next unity patch will introduce gpu instancing and support for 2dtexture arrays. Would be nice for shader forge to support these new features to reduce the need of manualy updating the shaders :) </p><p><br></p><p>doc on the texture arrays: <span></span></p><p><span>https://docs.google.com/document/d/1JDmAJT04FpGk7hB2L-pX1cfsHLeP_AisuNVs0sPgHyE/edit#</span></p><p><br></p><p>doc on the GPU instancing: <span>https://docs.google.com/document/d/1RS6cVjE8mBVOKqQUuXbaZcPW3kmw3ZWySJwr-5rDwSs/edit#</span> <br></p><br/><br/> Demian Ford haben geantwortet:<br/><p>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___<a href="http://amberlottotemple.com"> amberlottotemple.com</a></p>Ablabhttps://shaderforge.userecho.com/users/616-ablab/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/778-lightmap-support-for-custom-lighting-shader/2022-05-27T22:30:05+00:002022-05-27T22:30:05+00:00Lightmap support for Custom Lighting Shader [ideen] [wird überprüft]It would be nice to have a non gray out checkbox for Lightmap support under the lighting tab like with Bling-Phong for the Custom Lighting...<br>Or maybe a tutorial on how to decode lightmap with custom lighting would be great!<br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___ <a href="http://amberlottotemple.com/">amberlottotemple.com</a></strong></p>CosmosTBearhttps://shaderforge.userecho.com/users/301-cosmostbear/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/73-highlighting-your-inputs-and-outputs-when-clicked/2022-05-27T22:21:56+00:002022-05-27T22:21:56+00:00Highlighting your inputs and outputs when clicked. [ideen] [wird überprüft]<p>A feature that proved to be very useful was being able to click and input/output and see the flow of nodes through the shader.</p><p>The images attached are from TRIs Infernal Engine which was initially modeled around UDK.<br><br></p><p>You can see how if you click on the Diff input, it highlights the path of nodes that feed into it in red.</p><p><img src="/s/attachments/10417/1/73/e412016d07b419c692b73fb03dcd2177.JPG" style=""><br></p><p>When you click an input/output in the middle of the shader it shows you where the nodes go in Green and shows the nodes that feed into it in red.</p><p><img src="/s/attachments/10417/1/73/b1dc8ac79999fbe2c9764a5fe99d5a9c.JPG"><br></p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___ <a href="http://amberlottotemple.com/">amberlottotemple.com</a></strong></p>jessehttps://shaderforge.userecho.com/users/73-jesse/topics/tag:shaderforge.userecho.com,2022-05-27:/communities/1/topics/72-user-defined-nodes-to-encapsulate-frequently-used-functions/2022-05-27T22:21:31+00:002022-05-27T22:21:31+00:00User defined nodes to encapsulate frequently used functions [ideen] [wird überprüft]<p>I'd like to be able to group collections of nodes I often use and save them into a new user defined node. Eg, dot product of the surface normal with the view direction for Fresnel-type lighting, so that in future shaders I can simply drag and drop the custom node in.</p><p><br></p><p>If we had a way of sharing these nodes, with the basic operations the testing community could also help implement missing nodes (panner, rotator, dot, etc) without having access to the source code.<br></p><br/><br/> Demian Ford haben geantwortet:<br/><p><strong>I've always dreamt of winning BIG in the lottery. I surfed the internet for help to win the lottery massively and I was directed to the DR Amber website. I had a chat with him about what I needed and he assured me that his spell will make me become a lottery winner. He got back to me after 3 days with the numbers that I needed to play the lottery and told me to believe in myself. I felt enveloped by the control of the spell. I took his words and played the Mega Millions Lottery. Two days later, I was sent an email that I've won the sum of 107 Million Dollars. I was shocked and couldn't believe what my eyes were seeing. Immediately I was given the cash prize, I stopped working. I want to say a very big thank you to DR Amber for helping people like us who really need help. Now I know that there's absolutely nothing too hard for DR Amber to do. To get in touch with him, email : [ amberlottotemple@yahoo.com ] or click his webpage URL___ <a href="http://amberlottotemple.com">amberlottotemple.com</a></strong></p>elliot bentinehttps://shaderforge.userecho.com/users/42-elliotbentine/topics/tag:shaderforge.userecho.com,2019-03-20:/communities/1/topics/1586-two-sided-sign-node/2019-03-20T10:02:58+00:002019-03-20T10:02:58+00:00Two-sided sign node [ideen] <p>In double sided shaders it would be useful to tell the two sides apart.</p><p>If the node is called "TwoSidedSign" then it should produce 1 for front side and -1 for backside.</p><p>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.<a href="https://shaderforge.userecho.com/">)</a></p><br/><br/>vorschlagen mrleemrleehttps://shaderforge.userecho.com/users/1487-mrlee/topics/tag:shaderforge.userecho.com,2019-03-16:/communities/1/topics/63-refraction-has-wrong-depth/2019-03-16T19:38:12+00:002019-03-16T19:38:12+00:00Refraction has wrong depth [fehler] [wird überprüft]Refraction seems to distort things in front of and behind it.<br>I presume its because the current refraction does nothing during the grabpass and grabs all pixel data within the geometry.<br><br>Here's an example of the current problem:<br><img src="/s/attachments/10417/1/345/279fba7767e263f0f9cdc72ccd523a22.jpg"><br/><br/> João Marcos Leão haben geantwortet:<br/><p>Hi! I found this Youtube video thats solve partially the problem.<br></p><figure><iframe allowfullscreen="" frameborder="0" height="281" src="//www.youtube.com/embed/9t6vlzmptQw" width="500"></iframe></figure>William Lauhttps://shaderforge.userecho.com/users/345-william-lau/topics/tag:shaderforge.userecho.com,2019-02-20:/communities/1/topics/1585-escaping-out-of-a-nodes-input-or-output-by-left-or-right-clicking-the-background-panel/2019-02-20T18:47:01+00:002019-02-20T18:47:01+00:00escaping out of a Node's Input or Output By Left or right clicking the background panel [ideen] <p>escaping out of a Node's Input or Output By Left or right clicking the background panel</p><br/><br/>vorschlagen Dean Van GreunenDean Van Greunenhttps://shaderforge.userecho.com/users/1483-dean-van-greunen/topics/tag:shaderforge.userecho.com,2019-01-03:/communities/1/topics/197-shader-not-working-on-android/2019-01-03T02:10:58+00:002019-01-03T02:10:58+00:00Shader not working on Android [fehler] [wird überprüft]Hi !<br><br>I'm working on an Android project where we use ShaderForge (0.36) for making some effects, and it turns out that the shaders are not working (or crashing the device) when building to Android.<br>Anyone experiencing this issue ?<br><br><img src="/s/attachments/10417/1/527/fd9bd9b8d7547325981205c0e8afd63e.jpg"><img src="/s/attachments/10417/1/527/56fbcbacd7a8875a92a6b34138337c5a.jpg"><br/><br/> juan haben geantwortet:<br/><p><br></p><p></p><p>Hey maeby is like some years later but, i had a free day today and i just tried to solve this problem.<br>alert (pls sorry for my english i'm learning)<br>So, the first that i did was see my lasts shader files that i did when i was learning, and i saw that the shaderGraph's shader are too long, maeby some shader expert could slap me the face , but i just started to delete all that "extra" code, obviously testing with every single line code that i deleted.<br>The first part was this section (ShadowCaster):</p><figure><img src="/s/attachments/10417/1/1477/22077cc6667a67889b3b1cf3799cf1cd.png"></figure><p></p><p>Yeah maeby it's an important part of the code, but, honestly, i don't need the best Shadows for my material in an Android game, so... bye bye.<br><br>The second Part, was this another section (ForwardDelta):</p><figure><img src="/s/attachments/10417/1/1477/0ff91ef330cc187d62802b2dbd532d4f.png"></figure><p></p><p>Uh... I don't know what´s that but... the shader still working Exactly as the begin without this, so... ejem , bye bye.<br><br>And Finally, the last par. Here, I only kept the first part of the code, and it looks like this<br><br><br></p><figure><img src="/s/attachments/10417/1/1477/06d95125c5f4732d6f49d29947757aaf.png"></figure><figure><img src="/s/attachments/10417/1/1477/1a577947c940fb0b53e4289cb6039d49.png"></figure><p></p><p>It works in PC but it still did not working in Android, so i erased this lines code:<br></p><figure><img src="/s/attachments/10417/1/1477/5c92f9201a16766462852d0170c89206.png"></figure><p><br>and EUREKA the shader was working in my phone and even with all this changes in the code, it looks like it was looking before. <br>here is my test shader in shaderForge<br></p><figure><img src="/s/attachments/10417/1/1477/73a65baca33cfcc5a98a25eaeb85d9ab.png"></figure><p></p><p>And here is the shader Working in my Android Phone.</p><figure><img src="/s/attachments/10417/1/1477/1afae1c4ffbe270a9a1e8c06459b3b30.png"></figure><p></p><p><br>As you can see, i tested with Vertex offset, emmision, opacity and diffuse, the most important for me.<br>I hope that this could help you ;:) i had this problem for one year and i didn't found any solution. <br><br><strong>WARNING: if you open the shader with ShaderForge Again, it just Compile the code as in the begin</strong></p>Robin Picouhttps://shaderforge.userecho.com/users/527-robin-picou/topics/tag:shaderforge.userecho.com,2018-12-21:/communities/1/topics/1579-why-discontinued-sf/2018-12-21T08:03:12+00:002018-12-21T08:03:12+00:00why discontinued SF ?? [ideen] <p>it seems than SF is a good tools, why you don't continue it ??</p><br/><br/>vorschlagen zhuoyikangzhuoyikanghttps://shaderforge.userecho.com/users/1475-zhuoyikang/topics/tag:shaderforge.userecho.com,2018-11-08:/communities/1/topics/1477-unity-563-on-mac-shader-is-not-supported-by-this-gpu-worked-in-55/2018-11-08T10:43:52+00:002018-11-08T10:43:52+00:00Unity 5.6.3 on Mac: "Shader is not supported by this GPU" (worked in 5.5) [fehler] [wird überprüft]<p>We recently upgraded to Unity 5.6.3, and now all the Shader Forge shaders are not working on Mac. In the editor, they are all black. In a standalone build, they are all pink. The error that Unity reports is:</p><p><br></p><p>Shader warning in 'overload/super_bright_ui1': Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)<br></p><p><br></p><p>This happens for every SF shader on Mac as far as I can tell. Works fine on PC/Linux.</p><p><br></p><p>Shader Forge is updated to the latest version (1.38).</p><br/><br/> FHeaven Ak haben geantwortet:<br/><p>It helps ,thanks</p>Luke Schneiderhttps://shaderforge.userecho.com/users/1334-luke-schneider/topics/tag:shaderforge.userecho.com,2018-10-08:/communities/1/topics/1578-hdsrp-support-and-already-created-shader-conversion/2018-10-08T18:22:41+00:002018-10-08T18:22:41+00:00HDSRP support and already created shader conversion [ideen] <br/><br/>vorschlagen holikriholikrihttps://shaderforge.userecho.com/users/1473-holikri/topics/tag:shaderforge.userecho.com,2018-09-28:/communities/1/topics/1439-outline-width-causes-point-light-flicker/2018-09-28T13:38:24+00:002018-09-28T13:38:24+00:00Outline Width Causes Point Light Flicker [fehler] [wird überprüft]<p>While I've never encountered this issue before, it seems lately that any Shader Forge shader (custom made or even the example ones) that uses custom lighting causes any point lights to flicker when in Play mode whenever "Outline Width" is enabled. </p><p><br></p><p>In the scene view, they work as normal, as soon as I hit play and move the camera, they flicker on and off. Once I disable outline width, no issues occur.</p><p><br></p><p>I've tried adjusting the max number of lights (issue occurs with even one point light), camera clipping ranges, lighting importance, no overlapping lights, reinstalled SF, tested in new project, etc. </p><p><br></p><p>The issue does not occur when using any other non-outline shader, works perfectly. Any advice is appreciated.</p><p><br></p><p>I'm using SF 1.36 and Unity 5.6.0f3</p><br/><br/> Jon Demos haben geantwortet:<br/><p>I know SF is no long supported, but I'm having the same issue and hoping that by posting here I can see if either Cherie or Stephen found a solution.</p>Stephen Boycehttps://shaderforge.userecho.com/users/1269-stephen-boyce/topics/tag:shaderforge.userecho.com,2018-09-12:/communities/1/topics/1577-pattisfood/2018-09-12T23:09:46+00:002018-09-12T23:09:46+00:00pattisfood [ideen] <p>Patti's Food is a leading provider of food services, including corporate and social catering in Mississauga, Oakville, Burlington, Brampton and Toronto.</p><p><a href="https://www.pattisfood.com/">Diner Catering Mississauga</a><br></p><br/><br/>vorschlagen pattisfoodpattisfoodhttps://shaderforge.userecho.com/users/1471-pattisfood/topics/tag:shaderforge.userecho.com,2018-07-06:/communities/1/topics/1576-distribution-of-created-shader-file/2018-07-06T09:45:31+00:002018-07-06T09:45:31+00:00Distribution of created shader file [ideen] <p>Hello everyone</p><p>Is it possible to distribute the .shader file created by ShaderForge on the web and publish the code?</p><p>Thanks<a href="http://panbb.krokovod.org/viewtopic.php?pid=141261">.</a> </p><br/><br/>vorschlagen kullboyskullboyshttps://shaderforge.userecho.com/users/1469-kullboys/topics/tag:shaderforge.userecho.com,2018-07-04:/communities/1/topics/1575-why-there-is-a-line/2018-07-04T14:18:40+00:002018-07-04T14:18:40+00:00Why there is a line [ideen] <figure><img src="/s/attachments/10417/1/1468/bc5c2f1c2d088e3038d50e755ea025e8.png"></figure><br/><br/> V PC haben geantwortet:<br/><p>why there is a line in the circle</p>V PChttps://shaderforge.userecho.com/users/1468-v-pc/topics/tag:shaderforge.userecho.com,2018-06-21:/communities/1/topics/1574-pbr-shader-dosent-work-on-ios-device/2018-06-21T09:01:11+00:002018-06-21T09:01:11+00:00PBR shader dosen't work on iOS device [ideen] <br/><br/> 聂志境 haben geantwortet:<br/><p>my unity 5.6.5,shaderforge 1.38</p>聂志境https://shaderforge.userecho.com/users/1467-/topics/tag:shaderforge.userecho.com,2018-05-17:/communities/1/topics/1569-opacity-clip-material-renders-black-on-20172-for-ios/2018-05-17T09:30:18+00:002018-05-17T09:30:18+00:00Opacity clip material renders black on 2017.2 for iOS [fehler] <p>I've updated a project from Unity 5.3.4 to 2017.2.1 for both Android and iOS. Works fine on Android, but on iOS the ShaderForge materials I've created (fairly simple cutout materials) render as completely black. </p><p>I've tried deleting ShaderForge and just copying the working shader file from the working 5.3.4 project, but that also doesn't work.</p><p><br></p><p>Using ShaderForge 1.38. No errors in the console. I have iOS Metal ticked in the Shader target renderers (Shader settings).</p><p>The ShaderForge window displays the materials correctly but the editor (and builds) render a black opaque material:</p><figure><img src="/s/attachments/10417/1/1127/57b93c8bb76992e3ec4f0d9500db2bf2.png"></figure><figure style="float: right; margin: 0px 0px 10px 10px;"><img alt="Not working on 2017.2.1" height="199" src="/s/attachments/10417/1/1127/e03a693bee9e495ac034f54c3504fdc2.png" style="width: 230px; height: 199px;" title="Not working on 2017.2.1" width="230">Not working on 2017.2.1</figure><figure style="float: left; margin: 0px 10px 10px 0px;"><img alt="Working on 5.3.4" height="185" src="/s/attachments/10417/1/1127/016fb6a440c7cb3f7c69e40bb1ab88fa.png" style="width: 230px; height: 185px;" title="Working on 5.3.4" width="230">Working on 5.3.4</figure><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p><br></p><p>Is this a known bug or is there an iOS specific setting in the newer Unity that I don't know about that also needs to be enabled? </p><p>Player settings are a bit different to 5.3.4. Here's what I have for 2017.2:</p><figure><img src="/s/attachments/10417/1/1127/1e98fa37337f5b73afe241f73a5ffbae.png"></figure><p><br></p><p>Any help very much appreciated.</p><br/><br/> baroquedub haben geantwortet:<br/><p>Finally worked out what the problem was... nothing to do with ShaderForge. </p><p><br></p><p>For some unexplained reason, the project on my Mac (copied from the PC version) had defaulted to using a Vertex Lit rendering path. I worked it out by going into the ShaderForge example scene and noticing that all of the shaders were displaying black materials, not just mine. So I knew the problem had to be an Editor setting. </p><p><br></p><p>Changing to Forward, sorted it out.</p>baroquedubhttps://shaderforge.userecho.com/users/1127-baroquedub/topics/tag:shaderforge.userecho.com,2018-04-12:/communities/1/topics/1556-light-probes-and-ambient-light-is-broken-in-default-pbrdeferred-shader/2018-04-12T15:00:26+00:002018-04-12T15:00:26+00:00Light Probes and Ambient light is broken in default PBR/deferred shader [fehler] <p>Since a recent unity update all my custom shaders are way too dark with a bit of research I figured out the issue is that dynamic objects that use a shaderforge shader that is set to deferred ( camera is set to deferred too obviously) no longer receive ambient light or bounce light from light probes. I created a new fresh "Liit PBR Shader" via shaderforge set it to deferred and it was immediately black so I can rule out that anything that I am doing with my shaders causes this. Static objects with the same custom shader receive ambient lighting and bounce light via enlighten just fine ... nothing broken there. Would be great if you could change your shader code output to be compatible with the newest unity version ( which at time of this writing is 2017.3.0f3 )</p><p><br></p><p>the example scene/project from the screenshot can be downloaded here:</p><p><br></p><p><a href="https://www.dropbox.com/s/1rk2huoe6yyqkhk/ShaderForgeAndLightProbesBroken.7z?dl=0">https://www.dropbox.com/s/1rk2huoe6yyqkhk/ShaderForgeAndLightProbesBroken.7z?dl=</a>1<br></p><p><br></p><figure><img src="/s/attachments/10417/1/1412/59973d3fe4204f86138a7482f157bd48.jpg"></figure><br/><br/> Oliver Iking haben geantwortet:<br/><p>I solved this problem for us by:<br></p><p><br></p><p>- Slightly modifying the SF source code:</p><pre>Index: ShaderForge/Editor/Code/_Evaluator/SF_Evaluator.cs<br>===================================================================<br>--- <br>@@ -629,6 +629,7 @@<br> <br> if( currentPass == PassType.Deferred ) {<br> App( "#pragma multi_compile ___ UNITY_HDR_ON" );<br>+ App("#pragma multi_compile_prepassfinal");<br> }<br> <br> if( LightmappedAndLit() ) {</pre><p>- Enabled the "Force no custom shadow pass" in the "Experimental" tab for all the shaders </p>warbyhttps://shaderforge.userecho.com/users/1412-warby/topics/tag:shaderforge.userecho.com,2018-04-07:/communities/1/topics/1567-wind-zone-value/2018-04-07T21:45:32+00:002018-04-07T21:45:32+00:00Wind Zone value [ideen] <p>Would it be possible to add a node that allows wind zone integration. Could be used for vertex animation or scrolling textures like blowing grass or sand.</p><p><br></p><p>Thanks!</p><br/><br/>vorschlagen Matthew MurchisonMatthew Murchisonhttps://shaderforge.userecho.com/users/1458-matthew-murchison/topics/tag:shaderforge.userecho.com,2018-04-04:/communities/1/topics/1470-nintendo-switch-support/2018-04-04T19:20:30+00:002018-04-04T19:20:30+00:00Nintendo Switch support [ideen] <p>Can we get Switch support please.</p><br/><br/> JT haben geantwortet:<br/><p>If your still trying to figure this out we managed to get it working by un-ticking all Target Renders. By default shaders are compiled for all renderers. Un-ticking all Target Renders in Shader Forge removes the <b>#pragma only_renderers</b> line all together and has solved the problem for us.</p>jjsteelehttps://shaderforge.userecho.com/users/1321-jjsteele/topics/tag:shaderforge.userecho.com,2018-03-30:/communities/1/topics/1566-connecting-a-face-sign-node-to-a-tree-which-outputs-to-vertex-offset-causes-shader-error/2018-03-30T08:41:42+00:002018-03-30T08:41:42+00:00Connecting a 'Face Sign' node to a tree which outputs to 'Vertex Offset' causes shader error. [fehler] <p>The error is in the code of the compiled shader: " undeclared identifier: 'isFrontFace' "</p><br/><br/> Devin Cory haben geantwortet:<br/><figure><img src="/s/attachments/10417/1/1455/772667182ad6a5851938c9b59ca5f944.png"></figure>Devin Coryhttps://shaderforge.userecho.com/users/1455-devin-cory/topics/tag:shaderforge.userecho.com,2018-03-26:/communities/1/topics/1565-linking-impossible-nodes-makes-shader-un-openable/2018-03-26T17:23:55+00:002018-03-26T17:23:55+00:00Linking "impossible" nodes makes shader un-openable [fehler] <p>I was multiplying 3 nodes together and this multiply node was feeding into the opacity. The opacity only allows for a single float input but I made the mistake of putting an rgb input in the multiply node (this shouldn't be allowed but here it was). This made Unity point to the fact that the shader was not compilable so I quit Shader Forge to take a look at the error without modifying the shader code but now I couldn't open up Shader Forge anymore with that specific shader.<br>That means I can't fix the problem in the file, It certainly is fixable thanks to this but I can't tell what is what in this format:<br><br><br><br>/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:1,cusa:True,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:False,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:2,bsrc:0,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:True,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:1873,x:33981,y:32868,varname:node_1873,prsc:2|emission-5993-OUT,alpha-4485-OUT;n:type:ShaderForge.SFN_Tex2d,id:4805,x:33004,y:32735,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:_MainTex_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:4a81d345effc4c149a1dc3df246594b6,ntxv:0,isnm:False|UVIN-6874-OUT;n:type:ShaderForge.SFN_Multiply,id:5993,x:33582,y:32872,varname:node_5993,prsc:2|A-4805-R,B-4213-RGB;n:type:ShaderForge.SFN_Color,id:4213,x:33004,y:32926,ptovrint:False,ptlb:Mist Color,ptin:_MistColor,varname:node_4213,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.1799694,c2:0.05903979,c3:0.2867647,c4:1;n:type:ShaderForge.SFN_Time,id:765,x:30957,y:32480,varname:node_765,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:3174,x:30957,y:32652,ptovrint:False,ptlb:X Mist Speed,ptin:_XMistSpeed,varname:node_3174,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:2;n:type:ShaderForge.SFN_Multiply,id:6709,x:31359,y:32311,varname:node_6709,prsc:2|A-765-TSL,B-3174-OUT;n:type:ShaderForge.SFN_Frac,id:1944,x:31633,y:32303,varname:node_1944,prsc:2|IN-6709-OUT;n:type:ShaderForge.SFN_Add,id:8434,x:32124,y:32395,varname:node_8434,prsc:2|A-1944-OUT,B-2313-U,C-4776-OUT;n:type:ShaderForge.SFN_Append,id:6874,x:32589,y:32565,varname:node_6874,prsc:2|A-8434-OUT,B-8913-OUT;n:type:ShaderForge.SFN_TexCoord,id:2313,x:31210,y:32666,varname:node_2313,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_ValueProperty,id:5270,x:30954,y:32936,ptovrint:False,ptlb:X Distort Speed,ptin:_XDistortSpeed,varname:node_5270,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Multiply,id:7369,x:31210,y:32871,varname:node_7369,prsc:2|A-765-TSL,B-5270-OUT;n:type:ShaderForge.SFN_Add,id:1846,x:31409,y:32845,varname:node_1846,prsc:2|A-2313-U,B-7369-OUT;n:type:ShaderForge.SFN_Frac,id:3346,x:31601,y:32845,varname:node_3346,prsc:2|IN-1846-OUT;n:type:ShaderForge.SFN_Append,id:7917,x:31807,y:32894,varname:node_7917,prsc:2|A-3346-OUT,B-7306-OUT;n:type:ShaderForge.SFN_Tex2d,id:4592,x:32033,y:32911,ptovrint:False,ptlb:Distort Tex,ptin:_DistortTex,varname:node_4592,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:1a070049395e1694e88f7d1ae9708888,ntxv:0,isnm:False|UVIN-7917-OUT;n:type:ShaderForge.SFN_RemapRange,id:9983,x:32269,y:32898,varname:node_9983,prsc:2,frmn:0,frmx:1,tomn:-1,tomx:1|IN-4592-R;n:type:ShaderForge.SFN_Multiply,id:4776,x:32493,y:32996,varname:node_4776,prsc:2|A-9983-OUT,B-4318-OUT,C-3062-OUT;n:type:ShaderForge.SFN_ValueProperty,id:4318,x:32269,y:33080,ptovrint:False,ptlb:Distortion Multiply,ptin:_DistortionMultiply,varname:node_4318,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:5;n:type:ShaderForge.SFN_Multiply,id:4485,x:33512,y:33331,varname:node_4485,prsc:2|A-5202-OUT,B-8363-OUT,C-3461-RGB;n:type:ShaderForge.SFN_Slider,id:2428,x:32879,y:33233,ptovrint:False,ptlb:Contrast,ptin:_Contrast,varname:node_2428,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:2.667607,max:10;n:type:ShaderForge.SFN_Power,id:5202,x:33228,y:33189,varname:node_5202,prsc:2|VAL-4805-R,EXP-2428-OUT;n:type:ShaderForge.SFN_Slider,id:7137,x:32879,y:33382,ptovrint:False,ptlb:Brightness,ptin:_Brightness,varname:node_7137,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_OneMinus,id:8363,x:33228,y:33342,varname:node_8363,prsc:2|IN-7137-OUT;n:type:ShaderForge.SFN_ValueProperty,id:5711,x:30954,y:33097,ptovrint:False,ptlb:Y Distort Speed,ptin:_YDistortSpeed,varname:node_5711,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Add,id:7071,x:31420,y:33068,varname:node_7071,prsc:2|A-2435-OUT,B-2313-V;n:type:ShaderForge.SFN_Multiply,id:2435,x:31210,y:33097,varname:node_2435,prsc:2|A-765-TSL,B-5711-OUT;n:type:ShaderForge.SFN_Frac,id:7306,x:31589,y:33068,varname:node_7306,prsc:2|IN-7071-OUT;n:type:ShaderForge.SFN_Vector1,id:3062,x:32269,y:33169,varname:node_3062,prsc:2,v1:0.01;n:type:ShaderForge.SFN_Multiply,id:4694,x:31483,y:32485,varname:node_4694,prsc:2|A-765-TSL,B-7671-OUT;n:type:ShaderForge.SFN_ValueProperty,id:7671,x:31292,y:32572,ptovrint:False,ptlb:Y Mist Speed,ptin:_YMistSpeed,varname:node_7671,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Frac,id:8913,x:32264,y:32626,varname:node_8913,prsc:2|IN-4363-OUT;n:type:ShaderForge.SFN_Add,id:4363,x:32074,y:32626,varname:node_4363,prsc:2|A-2313-V,B-4694-OUT;proporder:4805-4213-3174-5270-4592-4318-2428-7137-5711-7671;pass:END;sub:END;*/</p><br/><br/>vorschlagen Gabe NewellGabe Newellhttps://shaderforge.userecho.com/users/1333-gabe-newell/topics/tag:shaderforge.userecho.com,2018-03-22:/communities/1/topics/1564-unity-2017-crashes-to-desktop-when-using-shaderforge-placing-a-node-connecting-something-random/2018-03-22T21:01:19+00:002018-03-22T21:01:19+00:00Unity 2017 crashes to desktop when using shaderforge (placing a node, connecting something, random) [fehler] <p>2017.3.1p3, shaderforge seems very unstable, it will crash when I place a node, sometimes I'm able to place a few nodes, sometimes it crashes trying to connect a node (a normal connection, not breaking things). No errors in the console or error log. This makes it impossible for me to work with shaderforge.</p><br/><br/>vorschlagen JohanDirkwoodJohanDirkwoodhttps://shaderforge.userecho.com/users/1450-johandirkwood/topics/tag:shaderforge.userecho.com,2018-03-20:/communities/1/topics/1563-unity-shader-with-fresnel-effect-for-gear-vr-s8-single-pass-rendering/2018-03-20T23:02:20+00:002018-03-20T23:02:20+00:00Unity: Shader with Fresnel Effect for Gear VR, S8, Single Pass Rendering [fehler] <p>Hello!</p><p><br></p><p>We have a very specific problem with a shader that worked fine for a long time since we upgraded to Unity 5.6.5 with oculus utilities 1.24. We use a Fresnel Effect for Emission in our Shader, and when we use Single Pass Rendering larger objctes start flickering on our Gear VR Build on S8 (not in the Editor).</p><p><br></p><p>Any idea what we can do to fix that? I can provide a test project, apk or the shader if needed.</p><p><br></p><p>Greetings,</p><p>Carsten Busold </p><br/><br/>vorschlagen Carsten BusoldCarsten Busoldhttps://shaderforge.userecho.com/users/1447-carsten-busold/topics/tag:shaderforge.userecho.com,2018-03-16:/communities/1/topics/1351-node-previews-wrong-display-again/2018-03-16T05:45:40+00:002018-03-16T05:45:40+00:00Node Previews wrong display again. [fehler] [wird überprüft]<p>shader forge 1.32</p><p>mac probook 2016</p><p>unity 5.5.2 f1</p><p><img src="/s/attachments/10417/1/0/fefe651d5f099c5f124c24afc0a1b78d.png"></p><p><img src="/s/attachments/10417/1/1190/4c93c971d9a3b814caee6f9c56b5b968.png"></p><br/><br/> John B haben geantwortet:<br/><p><img src="/s/attachments/10417/1/1440/bb2d8297bde76a9680bbeb719efcbca7.png"><br></p><p>Did this ever come to a resolution? I've had similar issues with the preview nodes being incaccurate and throwing me off when I'm trying to figure out shader logic</p><p><br></p><p>Win 10<br></p><p>Nvidia 1080</p><p>SF 1.38</p>Robothttps://shaderforge.userecho.com/users/1190-robot/topics/tag:shaderforge.userecho.com,2018-03-15:/communities/1/topics/1562-shaderforge-materials-are-black-on-android-cardboard-build/2018-03-15T21:02:00+00:002018-03-15T21:02:00+00:00ShaderForge materials are black on Android Cardboard Build [fehler] <p>I have seen this posted before, and I've tried some of the other solutions I've found before but nothing has worked so far. Basically, the materials work in the editor, but when I make the APK build and open it on the phone, all the materials are black. Please advise on this, if you could. I don't know if there's a setting I'm missing or what have you, but any help would be appreciated</p><br/><br/>vorschlagen pkauffoldpkauffoldhttps://shaderforge.userecho.com/users/1439-pkauffold/topics/tag:shaderforge.userecho.com,2018-03-14:/communities/1/topics/1346-add-an-option-for-outlines-to-write-to-the-alpha-channel/2018-03-14T17:50:51+00:002018-03-14T17:50:51+00:00Add an option for outlines to write to the alpha channel [ideen] <p>Currently outlines do not write to the alpha channel making it impossible to display outlines in a RenderTexture that uses alpha.<br></p><br/><br/> Brendan Vance haben geantwortet:<br/><p>We had the very same problem this morning! Ended up having to hack the shader code such that it used the entire color rather than just the rgb channels plus a '0'.</p>Garrett Shieldshttps://shaderforge.userecho.com/users/861-garrett-shields/topics/tag:shaderforge.userecho.com,2018-03-02:/communities/1/topics/1554-shader-cannot-be-opened-anymore-in-sf/2018-03-02T05:31:58+00:002018-03-02T05:31:58+00:00Shader cannot be opened anymore in SF! [fehler] <p>Greetings, I am previously posted this on private, but its getting no replies or views after a week.<br></p><p>I have encountered an error trying to open up a shader created with SF.</p><p>I did not change the shader manually.</p><p>I just did the usual work routine of editing the shader using SF,</p><p>The shader still works, but I could not open it at all using SF.</p><p>It stopped working without anything out of the ordinary.</p><p>There are 2 errors on my console.</p><pre>Attempt to find input node of connector A of LerpUnityEngine.Debug:LogWarning(Object)ShaderForge.SF_Node:GetInputData(String)ShaderForge.SFN_Lerp:IsUniformOutput()ShaderForge.SFN_If:IsUniformOutput()ShaderForge.SF_NodePreview:Combine()ShaderForge.SF_Node:RefreshValue(Int32, Int32)ShaderForge.SF_Node_Arithmetic:RefreshValue()ShaderForge.SF_Node:OnUpdateNode(NodeUpdateType, Boolean)ShaderForge.SF_NodeConnector:SetValueType(ValueType)ShaderForge.SFNCG_Arithmetic:SetOutputValueType(ValueType)ShaderForge.SFNCG_Arithmetic:Refresh()ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod, Boolean)ShaderForge.SF_Link:Establish(SF_Editor, LinkingMethod)ShaderForge.SF_Parser:LoadFromNodeData(String, Single, String&)ShaderForge.SF_Parser:ParseNodeDataFromShader(SF_Editor, Shader)ShaderForge.SF_Editor:InitializeInstance(Shader)ShaderForge.SF_Editor:Init(Shader)UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)</pre><pre>NullReferenceException: Object reference not set to an instance of an objectShaderForge.SF_Node.GetInputData (System.String id)ShaderForge.SFN_Lerp.IsUniformOutput ()ShaderForge.SFN_If.IsUniformOutput ()ShaderForge.SF_NodePreview.Combine ()ShaderForge.SF_Node.RefreshValue (Int32 ia, Int32 ib)ShaderForge.SF_Node_Arithmetic.RefreshValue ()ShaderForge.SF_Node.OnUpdateNode (NodeUpdateType updType, Boolean cascade)ShaderForge.SF_NodeConnector.SetValueType (ValueType vt)ShaderForge.SFNCG_Arithmetic.SetOutputValueType (ValueType vt)ShaderForge.SFNCG_Arithmetic.Refresh ()ShaderForge.SF_NodeConnector.LinkTo (ShaderForge.SF_NodeConnector other, LinkingMethod linkMethod, Boolean registerUndo)ShaderForge.SF_Link.Establish (ShaderForge.SF_Editor editor, LinkingMethod linkMethod)ShaderForge.SF_Parser.LoadFromNodeData (System.String data, Single version, System.String& missingNode)ShaderForge.SF_Parser.ParseNodeDataFromShader (ShaderForge.SF_Editor editor, UnityEngine.Shader s)ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)UnityEditor.ShaderForgeInspector.OnInspectorGUI () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:172)UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1245)UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)</pre><p>Please help, I need to work on it as soon as possible!</p><p>Shader Code :</p><pre>// Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/// Note: Manually altering this data may prevent you from opening it in Shader Forge/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:True,fgod:False,fgor:False,fgmd:0,fgcr:0.9411765,fgcg:0.9834118,fgcb:1,fgca:1,fgde:0.01,fgrn:0,fgrf:150,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:4795,x:32953,y:32712,varname:node_4795,prsc:2|normal-2117-OUT,custl-108-OUT,voffset-9646-OUT;n:type:ShaderForge.SFN_DepthBlend,id:8846,x:31062,y:33195,varname:node_8846,prsc:2|DIST-6138-OUT;n:type:ShaderForge.SFN_Slider,id:5004,x:30546,y:33195,ptovrint:False,ptlb:Depth 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("Color", Color) = (0.1176471,0.5618663,1,1) _FresnelColor ("Fresnel Color", Color) = (0.1102941,1,0.742292,1) _WaveNormal ("Wave Normal", 2D) = "bump" {} _ReflectionTex ("ReflectionTex", 2D) = "white" {} [MaterialToggle] _Reflect ("Reflect", Float ) = 0 _FresnelStrength ("Fresnel Strength", Range(0, 1)) = 0.45 _Gloss ("Gloss", Range(0, 1)) = 0.3 _WaveHeight ("Wave Height", Range(0, 1)) = 0.3 _DepthBlend ("Depth Blend", Range(0, 1)) = 0.25 _RGBOffset1 ("RGB Offset 1", Vector) = (0,0.5,0.5,0.001) _RGBOffset2 ("RGB Offset 2", Vector) = (18,25,22,0) _WaveFrequency ("Wave Frequency", Range(0, 1)) = 1 _Density ("Density", Range(0, 1)) = 0.15 _FadeValue ("Fade Value", Range(1, 5)) = 1 _ShoreColor ("Shore Color", Color) = (1,1,1,1) _ShoreWidth ("Shore Width", Range(0, 1)) = 0.5 _ShoreOpacity ("Shore Opacity", Range(0, 1)) = 0.5 } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } GrabPass{ } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _GrabTexture; uniform sampler2D _CameraDepthTexture; uniform float _DepthBlend; uniform float _WaveHeight; uniform float4 _Color; uniform float _Gloss; uniform float _Density; uniform float4 _RGBOffset1; uniform float4 _RGBOffset2; uniform float _FadeValue; uniform float4 _ShoreColor; uniform float _ShoreOpacity; uniform float _ShoreWidth; uniform sampler2D _WaveNormal; uniform float4 _WaveNormal_ST; uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST; uniform fixed _Reflect; uniform float _WaveFrequency; uniform float _FresnelStrength; uniform float4 _FresnelColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normalDir : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; float4 projPos : TEXCOORD5; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.normalDir = UnityObjectToWorldNormal(v.normal); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; float node_5330 = 473.5854; float4 node_8240 = _Time; float __slowTime = node_8240.r; float node_7692 = 473.5854; float4 node_5845 = _Time; float2 node_688 = (((float2(0.1,0)*node_5845.g)+o.uv0)*2.66); float2 node_9160 = floor(node_688).rg; float node_8221 = (node_9160.r+(node_9160.g*57.0)); // n float2 node_3817 = frac(node_688); float2 node_5563 = (node_3817*node_3817*(3.0-(node_3817*2.0))).rg; float2 node_6567 = (((float2(0.1,0.1)*__slowTime)+(o.uv0*(lerp(lerp(frac((node_7692*sin(node_8221))),frac((node_7692*sin((node_8221+1.0)))),node_5563.r),lerp(frac((node_7692*sin((node_8221+57.0)))),frac((node_7692*sin((node_8221+58.0)))),node_5563.r),node_5563.g)*1.0)))*3.0); float2 node_9519 = floor(node_6567).rg; float node_5009 = (node_9519.r+(node_9519.g*57.0)); // n float2 node_562 = frac(node_6567); float2 node_563 = (node_562*node_562*(3.0-(node_562*2.0))).rg; float __noiseTexture = (lerp(lerp(frac((node_5330*sin(node_5009))),frac((node_5330*sin((node_5009+1.0)))),node_563.r),lerp(frac((node_5330*sin((node_5009+57.0)))),frac((node_5330*sin((node_5009+58.0)))),node_563.r),node_563.g)*1.0); float node_8026 = (_WaveFrequency*3.0+1.0); float node_411 = __slowTime; float node_9315 = (node_8026*6.28318530718*node_411); float node_2410 = sin(node_9315); float __wave = node_2410; float node_8303 = (-1.0); float node_7011 = 0.0; v.vertex.xyz += (v.normal*__noiseTexture*(node_7011 + ( (__wave - node_8303) * ((_WaveHeight*50.0) - node_7011) ) / (1.0 - node_8303))); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos( v.vertex ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : COLOR { float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) ); float3 objScale = 1.0/recipObjScale; i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float4 node_8240 = _Time; float __slowTime = node_8240.r; float node_6113 = __slowTime; float __scaledTex = (objScale.r*0.1); float node_3036 = __scaledTex; float2 node_8142 = ((i.uv0*node_3036*0.2)+node_6113*float2(0.05,0.15)); float3 node_349 = UnpackNormal(tex2D(_WaveNormal,TRANSFORM_TEX(node_8142, _WaveNormal))); float2 node_5499 = ((i.uv0*node_3036)+node_6113*float2(0.1,0.1)); float3 node_2377 = UnpackNormal(tex2D(_WaveNormal,TRANSFORM_TEX(node_5499, _WaveNormal))); float node_5330 = 473.5854; float node_7692 = 473.5854; float4 node_5845 = _Time; float2 node_688 = (((float2(0.1,0)*node_5845.g)+i.uv0)*2.66); float2 node_9160 = floor(node_688).rg; float node_8221 = (node_9160.r+(node_9160.g*57.0)); // n float2 node_3817 = frac(node_688); float2 node_5563 = (node_3817*node_3817*(3.0-(node_3817*2.0))).rg; float2 node_6567 = (((float2(0.1,0.1)*__slowTime)+(i.uv0*(lerp(lerp(frac((node_7692*sin(node_8221))),frac((node_7692*sin((node_8221+1.0)))),node_5563.r),lerp(frac((node_7692*sin((node_8221+57.0)))),frac((node_7692*sin((node_8221+58.0)))),node_5563.r),node_5563.g)*1.0)))*3.0); float2 node_9519 = floor(node_6567).rg; float node_5009 = (node_9519.r+(node_9519.g*57.0)); // n float2 node_562 = frac(node_6567); float2 node_563 = (node_562*node_562*(3.0-(node_562*2.0))).rg; float __noiseTexture = (lerp(lerp(frac((node_5330*sin(node_5009))),frac((node_5330*sin((node_5009+1.0)))),node_563.r),lerp(frac((node_5330*sin((node_5009+57.0)))),frac((node_5330*sin((node_5009+58.0)))),node_563.r),node_563.g)*1.0); float3 normalLocal = lerp(lerp(node_349.rgb,node_2377.rgb,0.5),float3(0,0,1),((1.0 - __noiseTexture)*-0.7+1.1)); float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g); float partZ = max(0,i.projPos.z - _ProjectionParams.g); float2 sceneUVs = (i.projPos.xy / i.projPos.w); float4 sceneColor = tex2D(_GrabTexture, sceneUVs); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; float3 halfDirection = normalize(viewDirection+lightDirection);////// Lighting: float attenuation = 1; float node_2245_if_leA = step(lerp( 0.0, 1.0, _Reflect ),0.0); float node_2245_if_leB = step(0.0,lerp( 0.0, 1.0, _Reflect )); float node_6462 = pow(1.0-max(0,dot(i.normalDir, viewDirection)),(_FresnelStrength*4.0+0.0)); float3 node_1876 = lerp((_Color.rgb*0.95*_FresnelColor.rgb),(_Color.rgb*1.3),node_6462); float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex)); float node_4911 = 0.7; float3 __diffuseTex = lerp((node_2245_if_leA*node_1876)+(node_2245_if_leB*lerp(_ReflectionTex_var.rgb,node_1876,node_4911)),node_1876,node_2245_if_leA*node_2245_if_leB); float node_7087 = max(0,dot(lightDirection,normalDirection)); // Lambert float __depthScene = ((_Density*0.8+0.1)*(max(0, LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sceneUVs)) - _ProjectionParams.g)-partZ)); float3 node_6395 = (_RGBOffset1.rgb+_RGBOffset1.a); float node_5456 = 1.0; float __depthBlend = (1.0 - saturate((sceneZ-partZ)/(_DepthBlend*100.0))); float node_8026 = (_WaveFrequency*3.0+1.0); float node_411 = __slowTime; float node_9315 = (node_8026*6.28318530718*node_411); float node_2410 = sin(node_9315); float __wave = node_2410; float node_6682 = (-1.0); float node_3121 = 0.0; float3 finalColor = lerp(_ShoreColor.rgb,lerp((((__diffuseTex*node_7087)+(node_7087*pow(max(0,dot(normalDirection,halfDirection)),exp2(lerp(1,11,(1.0 - _Gloss))))))*_LightColor0.rgb*attenuation),(sceneColor.rgb*pow(saturate((node_5456 + ( (__depthScene - node_6395) * (0.0 - node_5456) ) / ((_RGBOffset2.rgb+_RGBOffset2.a) - node_6395))),_FadeValue)),__depthBlend),clamp((__depthScene*(_ShoreWidth*-3.85+4.0)),(1.0 - (node_3121 + ( (__wave - node_6682) * (_ShoreOpacity - node_3121) ) / (1.0 - node_6682))),1.0)); return fixed4(finalColor,1); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector"}</pre><p>Thank you for your attention!<br><br></p><br/><br/> Gekigengar haben geantwortet:<br/><p>Anyone?</p>Gekigengarhttps://shaderforge.userecho.com/users/1420-gekigengar/topics/tag:shaderforge.userecho.com,2018-03-01:/communities/1/topics/1423-flickering-when-use-shader-forge-pbl-light-mode-with-bloom/2018-03-01T13:39:57+00:002018-03-01T13:39:57+00:00Flickering when use Shader Forge PBL light mode with Bloom. [fehler] <p>Test Environment:</p><p>Unity 5.6.1f1</p><p>Color Space: Liner</p><p>HDR: enable</p><p>MSAA: disable</p><p>Bloom: SE Natural Bloom & Dirty Lens, Post Processing Stack</p><p>Model:<a href="http://gamebanana.com/models/2775">GP30</a></p><p><br></p><p>Shader Forge PBR:</p><figure><img src="/s/attachments/10417/1/0/2a9ce199f6ff63d5752329d3959c53fb.png"></figure><p>Unity Standard Shader:</p><figure><img src="/s/attachments/10417/1/0/d43b1020fce28148242a6e199c27dc01.png"></figure><p><br></p><p><br></p><br/><br/> Tim Lee haben geantwortet:<br/><p>Solved, this is topology problem cause by original author. It is very easy to fix in 3ds Max. </p>Tim Leehttps://shaderforge.userecho.com/users/1260-tim-lee/topics/tag:shaderforge.userecho.com,2018-02-26:/communities/1/topics/1561-light_attenuation-macro-is-empty-in-some-cases-for-20181-beta-8/2018-02-26T16:55:05+00:002018-02-26T16:55:05+00:00LIGHT_ATTENUATION macro is empty in some cases for 2018.1 beta 8 [fehler] <p>Unity 2018.1b8 fails to compile ShaderForge shaders because of a syntax error caused by lines like</p><p><br></p><p>float atten = LIGHT_ATTENUATION(i);</p><p><br></p><p>getting converted to </p><p><br></p><p>float atten = ;</p><p><br></p><br/><br/>vorschlagen John CannonJohn Cannonhttps://shaderforge.userecho.com/users/1433-john-cannon/topics/