Hey there! So for a few days now I've been playing around with the ShaderForge and I'm really excited for it to be in Unity because it makes my life so much easier. I've been working on trying to translate some Shaders I made in Unreal into ShaderForge and I'm having a really hard time replacing the "BumpOffset" node when…
hi, i just create a triplanar shader which doesn't use worldposition (i needed it for dynamic object ^^ ) and it work very well but i don't kow how i can put the normal map in since i use Normal Dir to create the channel blend mask ... if you have another way to do a mask that split the face of a cube , it's welcome :/…
Hi! What made me want to make a shader editor was the fact that the existing ones weren't good enough, in my opinion! When I heard that there were shader editors for Unity, I expected something that was about as good as UDKs material editor, or better, but they weren't. The primary feature I was missing from the existing…
You can't set up multi-pass shader manually yet, but I have very loosely thought about implementing it, though it's a *huge* topic that would require loads of restructuring. As for deferred Gbuffers and such, it's also a highly advanced topic. Some thing border on being too low-level for node-based editing. If you're…
I took again the bundled refraction shader and tweaked it until I reached something which is close to the intended result, but not yet perfect. Here's the node tree: The Alpha channel just opacizes the effect making it blend to black. I was expecting it to give a smooth blend between the refracted zone and the rest of the…
Shader Forge 1.13 is now out! • You can now switch transparency mode between Fade and Reflective. Reflective keeps reflections intact, even when fully transparent • Added premultiplied alpha blending to the blend mode presets • The blend mode preset will now show the name of your blend mode, in case you manually set Src…
I've asked this in Unity forums ,but maybe someone here will know the answer: I'm making an ocean shader with water color in diffuse or emission component, which is a a color gradient between 2 values, dependent on Depth Blend. Opacity works the same way. The problem that I have - Depth Blend is not affected by refraction.…
Hi Acegikmo, These were questions I made you around 4 months ago. With your replies in orange. -Does it output the code or does is create only compiled shaders ? It writes fragment shaders, which is then passed through Unitys compiler and optimizer. -Does it allow to write vertex/fragment shaders from scratch for optimal…
-Does it output the code or does is create only compiled shaders ? It writes fragment shaders, which is then passed through Unitys compiler and optimizer. -Does it allow to write vertex/fragment shaders from scratch for optimal performance even for mobile platforms, or does it create alot redundant code. The goal is to…
Yo! Been having some serious difficulties getting something to work. I hope I can get some light shed on this issue with your combined minds :) I'm trying to create a shader which is able to take a single RGB texture and from it, create alpha textures for each unique RGB value. Meaning if I have a map with 4 colors in it,…