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Per-vertex mode has now been removed, but will most likely come back at a later stage, after the initial release. I'll mark this topic as fixed, because you can't get these errors anymore (Since the feature has been removed)
11 years ago
Currently, screen coordinates are per-vertex. I'll add an option to select per-fragment instead
Edit: This is now fixed as of Beta 0.16 :)
Edit: This is now fixed as of Beta 0.16 :)
This behaviour was sorted a long time ago. Shaders don't compile anymore when required inputs are missing
Hm, I haven't tried it in 3.x. After having Googled around a bit, I suspect this has something to do with meta files. Not sure how to solve it though. Shader Forge should be 3.x compatible in the end, so I'll mark it as a planned fix. Are you able to test it on 4.x?
Edit: Closing this due to being very old and probably not a problem anymore
Edit: Closing this due to being very old and probably not a problem anymore
My general reasoning is that the most accessible button (LMB in this case) should probably be assigned to the most common action. I believe panning the camera is more common than node selection. Anyhow, this is perhaps something that the user should be able to specify themselves in some config :)
Edit: As of Beta 0.15 you can pan using MMB
Edit: As of Beta 0.15 you can pan using MMB
This is due to the normal map not being marked as a normal map in the SF shader, thus not unpacking the normals when rendering the shader. I'll rename this task to be about a clear indicator on the Texture nodes to actually show if it's being read as a normal map or not :)
Edit: This has been fixed in 0.15, where there is now a checkbox for what type of texture it's supposed to be, as well as which default value it should hold when unconnected
Edit: This has been fixed in 0.15, where there is now a checkbox for what type of texture it's supposed to be, as well as which default value it should hold when unconnected
Ah, that's a good point, perhaps it should be greyed out :) Will polish this behaviour in the coming beta
Edit: On second though, you might want to be able to write to the alpha channel for special effects, even when using additive, so I will keep it as is! Thanks for the suggestion anyhow.
Edit: On second though, you might want to be able to write to the alpha channel for special effects, even when using additive, so I will keep it as is! Thanks for the suggestion anyhow.
Fog overrides has now been added to Beta 0.15 :)
It's not really broken, but it's interpolating per-vertex rather than calculating per-fragment, which will look bad on low-poly objects. There should be a per-fragment option. I'm renaming this thread and switching it to a feature request rather than a bug :)
Edit: There is now a checkbox for per-pixel screen coordinates as of Beta 0.16!
Edit: There is now a checkbox for per-pixel screen coordinates as of Beta 0.16!
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