Vos commentaires
Hi!
How is the material in UDK set up in order to do that effect? It should be more or less possible in Shader Forge too :)
Possibly yes! There are two possible issues though. One is that it might be abused, because there will most likely be a lot of instructions involved, especially when going from RGB->HSV. The second is that Colors are conventionally between 0 and 1 (Well, 0 and 255, etc) in most programs, but in shader code, it can go beyond that. I suppose the hue would remain the same, saturation might need to overbright as well, and value will definitely need to be.
Anyhow, if people want this, I'll implement it post-release :)
It's a very specific and, I imagine, rarely used feature. I might implement this post-release at some point, but it isn't prioritized at the moment
It's a planned feature, but a bit tricky one. It's also not needed in order to make shaders, which is why it's of low priority at the moment!
Sampling a single texture multiple times is a feature already implemented in the upcoming alpha 0.14 :)
http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_textureasset_uv.gif
The true problem though, is duplicate node names. SF should definitely let you know that you can't use the same name for different properties, after which it should prevent the shader from compiling and point to the error until you've sorted it out. I'll rename the title :)
Service d'assistance aux clients par UserEcho
There is a reflect node and a light direction node, which you can use to make a light reflection setup :)