Your comments

UPDATE :


OK ! So after Testing it in Severall Projects ,
... we discovered this just happens With SKYSHOP Installed In same project ...


If you make a Complete new Project / Do not import Skyshop into it / And the Uggly Shadows Are not there ... 



SCreenShot above ( in a brand new project without skyshop ) Works right / and comproves it : ...

( As far we have seen this is its highly dependend on skyshop be installed or not ) ...
We can provide the Full Project Folder ( With Skyshop & the SItuation of the uggly shadows in post above )
 
If needed for Debugs ...

Thanks !

Cheers.
Hi there !

We have also this kind of problem happening ... In latest Unity 4.5.2f1



A strange thing happening is when we compile shaders there are some errors ... and there is no way for them to go away ...

Maximum number (64) of shader keywords exceeded, keyword DUMMY will be ignored
UnityEditor.AssetDatabase:Refresh(ImportAssetOptions)
ShaderForge.SF_Evaluator:SaveShaderAsset()
ShaderForge.SF_Evaluator:Evaluate()
ShaderForge.SF_Editor:DrawPreviewPanel(Rect)
ShaderForge.SF_Editor:OnGUI()
UnityEditor.DockArea:OnGUI()

Maximum number (64) of shader keywords exceeded, keyword PIXELSNAP_ON will be ignored
UnityEditor.AssetDatabase:Refresh(ImportAssetOptions)
ShaderForge.SF_Evaluator:SaveShaderAsset()
ShaderForge.SF_Evaluator:Evaluate()
ShaderForge.SF_Editor:DrawPreviewPanel(Rect)
ShaderForge.SF_Editor:OnGUI()
UnityEditor.DockArea:OnGUI()
ANd Also older shaders ( compiled with older versions prior to 0.35 this dont happen )
/ to help better debuguing this i attach in post 2 shaders one that happens and another that dont ....

For example This is a shader were this hard shadows do not appear

https://db.tt/lQucsRc7

But if we compile it ( exact same shader no changes ) garbage shadows appear 

https://db.tt/f2lh3Yuc

If we remove the ( lightmap support ) check off ... Things get back to normal .......

Kinda STrange stuff ... 

PS: There are some Customers complaining already about  this behavior ..  and assuming is shaderforge lack of support for lightmapping and yada yada ... (   https://www.assetstore.unity3d.com/en/#!/content/14365 = "Also, the shaders that come with this package (developed with ShaderForge) does not work with lightmapping"   ) ... What might make of this issue a top priority to be solved ..... sory to say ...

Hope is Fixed ... or there is some workaround , that let us compile without this kind of shadows garbage ...

THANKS SO MUCH !


 
HI THERE !

Completely Crazy long post with quite Dense Subjects Above hum ...

Daily Game Studies here at ALUNBRA Studios here are like that everyday ... ;)

Anyway ! 

Not Trying to sell anything BUT By the way , as i cannot edit the post above :
- And being completely FAIR with the Not less than AWESOME SKYSHOP TOOL .

After some Further STUDIES Here is Some latest Information on how to apply And use the "REAL PHYSICAL BASED SHADERS" From SkySHop WIth the New Ambient & Specular DIffuse Nodes That Latest SKYSHOP Version Bring us as extras to SHADERFORGE:

Here is a Tutorial on Some Very Enlightening Techniques of Using the New SkyShop Nodes in SHADERFORGE.


Very cool Tutorial ..
Especially about the Fresnel "Values" that one have to Mix to have realistic Results ... and the shadows trick ...

There Are still some features that i Personally miss Out of Marmoset Skyshop and Shaderforge Integration.

- The New Anisotropic Hair : https://www.youtube.com/watch?v=fDniUwf4VhI

- And the new Subsurface Skin : https://www.youtube.com/watch?v=MKWWA4tv6yY

Shaders that are now in Beta in SKYSHOP And Ported to Unity from toolbag ...

-> Would be quite amazing Addition for us to have those Beta extra features in SHADERFORGE as Nodes ...

-----

That Said : As a Last Note ABout this Dense Subjects.

Even with all the Ingredients as above floating around ...
( Much thanks to the Marmoset team for being the firsts pushing their science further and teasing competition ... in Unity ) 

Making a PURE Physical Based SHader in SHaderforge ( As good as SKYSHOP / or ALLOY / Or LUX SHaders )
Just in SHaderForge is not a Impossible / but a Extremely Difficult Task that Requires Precise knowledge of the Physical values that play with eachothers and one have to pipeline with values that interact in a nested balanced way. 

Skyshop Ambient and Specular Nodes are part of a evolved and "scientifically correct" Physically Based Rendering pipeline That Also Allows to have those PBR Features on Mobiles And Have now the AWESOME Bundle of Terrain / Box Projection / Refractive / Subsurface Scattering / Hair Anisotropic SHaders . All of those 3 or 4 features one cannot have of SHADERFORGE alone at the current 0.36 beta version.

...

So as today if you use SKYSHOP integration with SHADERFORGE you have already 75% of the Hard work done .
After that you can add tricks as Making your own PBR with Special Fx / or Using the Concavity Tricks above it ...

Still we sure miss the Subsurface Scattering, Blur, Anisotropic, Relief - Nodes
Possibilities inside SHADERFORGE to make our life even easier...      
 
And anyway Soon Enough UNITY 5 With a New Rendering Path / and new Shaders Possibilities Will Change All everything in the way we Confront The Physical Based Custom SHading & lightning.

And as "realtime" Lightning and SHadows conditions and the way they interact with our Physically based Shaders is So Important: Here is a Next to come High Candy solution that works in OpenGL / Dx 9 / 11 : 



Just Imagine REal Phisical Soft Lightning With No tricks : As Unity 5 ( GI Solution is still Half baked )
For that We still Have the Upcomming SPECTRAGI https://www.youtube.com/watch?v=5t8NRscsGdk

Of course we would need to bundle to it a Realtime Reflections System ...
As CANDELA and to add that to our Physical Shaderforge shaders instead IBl Convolution ...

But That SPECTRAGI Seams to be a best solution for Deferred & Forward Rendering Paths ...

For example Imagine a PBR SHADERFORGE Subsurface Scattering / or Light Emission Shaders That react and interact to That kind of Realtime Gi Lightning/Shadowing  solution ...  Would be like a dream come true .. 

But Guess what : In Near 6 months Those ( 2 years ago Unbelievable) Real Physical Based Days Are finally coming to all us.

And yeah just that Beats all kind of "soft shading" Solutions Unreal 4 could have xD

BEST REGARDS EVERYONE.

 DAVID COOPER
ALUNBRA GAME Studios