Fantastic!, this looks very good already - PM'd if you don't mind - would love to help test, offer some help if I can. Very interested in custom lighting - perhaps lighting graphs or is it possible to add lighting modes? My three comments :) 1. Shader Management. My no.1 hate of Strumpy is how hard it gets to manage many…
Hey guys. Spent a few hours on Shader Forge with lots of experimentation and excitement. Finally achieved something close to what I wanted to make. It's a fully 3D nuke explosion mushroom cloud with lots of adjustable sliders for stuff like speed, flame intensity, parallax depth, smoke transmission, alpha, seperate cloud…
It will be a .dll for various reasons, but since it's all written in C# it's easy to decompile and look at the source. However, you don't need to access the source code of Shader Forge itself in order to access the compiled shader code :) I wonder though; how come you want to access the source code? This is already…
The reason I changed it from a box to a value is that it's a lot of space for very little information, especially when the values are outside the 0-1 range, which is often the case with Vector 1 specifically. I tried making a bunch of shaders, and noticed lots of pure white boxes, providing very little information as for…
You can (keep in mind that you are forward rendering and each additional light adds its contribution with the same calculations as the first light). On page 20 or 21 (somewhere around there) I posted a shot of a shader graph that does what you are asking for with a custom lighting shader. Will post the graph later in…
Hey Guys, I have just started using Shader Forge and It has been a lot of fun. I was wondering if anyone has been able to successfully recreate the node tree that Bill Kladis creates in his creating dynamic smoke dissipation with flow maps tutorial? I have been working on recreating it in SF, but I run into an issue where…
Hi everyone, if I would like to set up this billboard shader in SF: CGPROGRAM #pragma vertex vert #pragma fragment frag // User-specified uniforms uniform sampler2D _MainTex; struct vertexInput { float4 vertex : POSITION; float4 tex : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 tex : TEXCOORD0; };…
There should be a way of doing that. it has been executed by this guy for example https://www.youtube.com/watch?v=-Q6ISVaM5Ww Check time index 3:54. You see he writes height map information to the depth buffer to let the 2D sprites intersect in 3D space. From what I understood from my short conversation with him he renders…
A terrain + a skin shaders in the examples shaders would be very very nice. Perhaps in the 1.0? I had a problem with the alpha 15. The tessellation shader does not work. Just a black-mate material show in the scene. Console warning: Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert',…
Thanks Zoltan! The solution works perfectly for grayscale. This is already enough of a solution, but I will test the RGB solution tomorrow since it'll allow us to use color coding in the alpha texture for convenience. But for now at least I know we can contain 255 alphas in a single texture. :) The input value I choose…