Let's use your grayscale example for now: what you want is to find texels which are the same as your input value or in other words they differ by 0. This means that your first step is subtracting the texture from the input value and taking the absolute value of the result: where that is 0 there you have your target.…
Deferred lighting is pretty much ready now! However, beta 0.33 will most likely be quite unstable when it's out, so be sure to have your version control ready :) I'll of course try and fix any issues as fast as possible when/if they were to pop up. This is a single quad using a Deferred Shader Forge shader, with 24…
Great tool. Just a few suggestions and a question. First the question. The official release will include source code or will have only dlls in the unitypackage? I hope it includes source Suggestions. 1 - (Im sure you already plan it but anyway) Make the move graph with the middle mouse button (now its with the LMB) and…
Sorry if I came across as telling you to go code instead of doing it in a node-based approach, it wasn't my intention at all! SF was definitely designed to be artist friendly, with lots of depth! My point is, however, that these are *very* advanced topics. "there is no disadvantage to giving high-powered tools a more broad…
Mentioned this on IRC but I'll repost it here for some permanence: For the docs, have a way to also go to a wiki website for the nodes, so people can like share tips'n'tricks for using them: i.e. fresnel for water, here are some common examples here's how to make a simple cel-shader, etc. I'm sure there are examples to be…
Hey ace, I've spent some time with the alpha and I am very pleased with the results so far. While digging into the process of applying a normal map to a shader I found two differing results: In the shader I created the line that read the normal information from the texture reads like this:float3 normalLocal =…
Shader Forge 1.10 is now released! New in Shader Forge 1.10: • Unity 4 features dropped: - Minimum Unity version is now 5.0.0f4 - Removed deferred pre-pass support - Removed "Double Incoming Light" setting • New features: - The Physically Based Lighting is now matching Unity's implementation - You can now use the Unity 5…