Quick suggestion for Shader Forge that would be really handy, being able to group nodes (so you can drag the group around and organise and also to be able to leave comments. All within the graph of course.
As far as features go, the ability to add a flow map for directional uv scrolling would be awesome. A simple grayscale map would do. Let me know what you think!
You can already do flowmapping. http://acegikmo.com/shaderforge/wiki/index.php?title=Flowmap You can put a grayscale map in there if you want, that's what the R/G parts of the Flow Map are anyhow. Or did you have something different in mind?
I've been working on a stylised water shader. I have very little experience with making shaders, so there will properly be a more efficient way to make this shader. Feedback is appreciated!
The main features are depth, wave like squiggly lines, foam/contact lines and blending with fog.
As a noob programmer I'm really happy with Shader Forge, it's really intuitive compared to writing the shaders in code. Though the whole transparency sorting is quite mind boggling.
I'm still looking for a way to have realtime reflections in the water, is this possible with Shader Forge?
I haven't used Shader Forge just yet, but i'm looking for a solution for a problem i'm having. I have an interactive interior scenes, and to have nice lighting I used a couple of point lights to make it look good.
The problem is have now is that when i use any specularity in my scene it gets multiple highlights which i don't want.
Is it possible with shader forge to make a setup where i can exclude certain lights to influence my materials specularity?
I am looking at tessellation and displacement mapping but I have found that when I set the mesh to "static" that the displacement mapping doesnt work - it remains flat. Also when tessellation is hooked up & mesh when set to static, wont bake in pre-calculated GI, which I also need!)
In the images for animating a shader, some show the use of a cloud bump map or mask. When I attach a Panner node to my cloud map, it stretches out the black and white information into lines. Yet, if I apply a texture from a mesh of any kind the entire image pans it from left to right, up to down, etc as I wanted it to do. Following the example from the website, I thought it would work. I'm simply trying to create a water shader. At least a placeholder shader for water until I can come back to it and improve upon it.
Yesterday, I had an issue with this, no matter how I had the U or V set up. Yet somehow, someway, I connect everything as I need to and it works properly. Very weird.
I followed the video and I don't know what's going on but I'm trying to create a water shader for a fountain. Using the Refraction Shader from SF, I can add a panner and it looks somewhat like water but isn't reacting as if it was in a fountaint, which is what I'm trying to correct. The video helped animate the noise mask I'm using, fades in and out like waves do but when I apply it to the object, it doesn't act accordingly. Or it's my node set up that isn't working.
Before
After
I get some kind of jelly effect. Below is the node setup. In the middle is the disconnected but working animation I currently have. It may have something to do with the mesh I was given. But in the preview sphere it operates as it should. With the World Position node, no matter the choice, or removed completely I get the same effect.
The lead developer fixed it when I wasn't there by happy accident and we have a placeholder shader for now while I go through GaTu's Shader Forge Water Shader tutorial and I'm currently trying to get the Depth Blend to work properly on the mesh but any changes I make with the Water Depth value, the material preview window, operates properly with the changes I make. The first image is the Water Depth value set to zero. I'm thinking settings might need to be changed to view the material properly.
Or something to do with the shader itself, if I make any changes to the SF shader, the changes do not apply the Unity Material.
Figured out that the values I'm using are way too high, the narrator is using 1.24, I'm using 1.26. He has his values set up to 50 with evened out results, but I go any higher than 10, it's completely transparent.
When I create a new Unity material and try to attach my SF file, it isn't listed. There are others listed for the materials I need them for, but not this particular shader. Is there a limit to how many shaders can be listed in the drop down menu when I try to select from the shader list?
When I create a new Unity material and try to attach my SF file, it isn't listed. There are others listed for the materials I need them for, but not this particular shader. Is there a limit to how many shaders can be listed in the drop down menu when I try to select from the shader list?
I think you just need to name the shader properly. Look for Shader Settings in the panel on the left. Path = FolderName/ShaderName. If you use the same folder name for all your shaders, then they'll be in their own rollout when you choose the shader from the material.
does anyone know how to set alpha cutout properly in shaderforge ? I tried different settings for alpha blend but I can see through my mesh which is not correct. Also I tried setting "auto sort order" to " transparency (3000)" it sorta works but it removes shadows.
Replies
Sometimes our shaders get so complex that finding a single node can get confusing. It would be nice to just hit ctrl+f and start typing.
edit: Nevermind. I should have used a value between 0 and 1 on saturation.
I find nothing on the documentation
http://acegikmo.com/shaderforge/wiki/index.php?title=Flowmap
You can put a grayscale map in there if you want, that's what the R/G parts of the Flow Map are anyhow. Or did you have something different in mind?
The main features are depth, wave like squiggly lines, foam/contact lines and blending with fog.
As a noob programmer I'm really happy with Shader Forge, it's really intuitive compared to writing the shaders in code. Though the whole transparency sorting is quite mind boggling.
I'm still looking for a way to have realtime reflections in the water, is this possible with Shader Forge?
I have an interactive interior scenes, and to have nice lighting I used a couple of point lights to make it look good.
The problem is have now is that when i use any specularity in my scene it gets multiple highlights which i don't want.
Is it possible with shader forge to make a setup where i can exclude certain lights to influence my materials specularity?
I am looking at tessellation and displacement mapping but I have found that when I set the mesh to "static" that the displacement mapping doesnt work - it remains flat.
Also when tessellation is hooked up & mesh when set to static, wont bake in pre-calculated GI, which I also need!)
does anyone have any ideas?
Cheers
Jamie D
https://www.assetstore.unity3d.com/en/#!/content/64763
http://acegikmo.com/shaderforge/wiki/index.php?title=UV_Rotation_&_Panning
also see the other tutorials and the wiki
http://acegikmo.com/shaderforge/tutorials/
http://acegikmo.com/shaderforge/wiki/index.php?title=Generating_Gradients
Before
After
I get some kind of jelly effect. Below is the node setup. In the middle is the disconnected but working animation I currently have. It may have something to do with the mesh I was given. But in the preview sphere it operates as it should. With the World Position node, no matter the choice, or removed completely I get the same effect.
Or something to do with the shader itself, if I make any changes to the SF shader, the changes do not apply the Unity Material.
I wrote a small article for Nordeus blog about prototyping shaders in Shader Forge. Check it out:
http://blog.nordeus.com/art/50-shaders-of-forge-prototyping-with-shader-forge.htm
Can I make this with shader forge?
I need your help.
here is the shader tree