Of course it's an issue :) You should definitely be getting errors in the console if something like that happens. I'm not sure what happens, so I don't know if there is a way around it at the moment. Does it happen when you open any of the example shaders too?
Hi there! loving shader forge so far - just wondering if the documentation or example shaders for this video have been posted ? [ame="http://www.youtube.com/watch?v=3tHI2J9_c9k"]Shader Forge - Real-time spherical area lights - YouTube[/ame] cheers
Slider = Real-time tweakable variable with a user-specified min and max. You can plug it into whatever you want :) It *can* be used as a t value in a lerp, but here's another example, where you can easily tweak the speed of a panning texture, with separate values for X and Y.
Thanks! I might include spherical area lights in the example shaders. I do want to have it as a checkbox to support SAL later, perhaps as a plugin with multiple area light types depending on how much time it will take to develop. :) Also, quoting this from the last post of the previous page in case someone missed it:
Loving Shader Forge, helping me learn more about shaders (sloooowly, ha) as well as making the creation much faster. Question about the Vertex Animation shader example, is that based on the mesh's UVs? I'm not too familiar with how this is working under the hood, but with some tweaking I was able to get the bulge in the…
@RealArt: Sure, you can make flowmaps in Shader Forge! There's no example shader of it yet, but there will be :) As for that multi-texture UV thing - it should work assuming Mari will export things in a sensible format, and you put it together the way Mari expected in SF :) @dirtyhairy: Yes, you can use the cubemaps that…
IBL shouldn't be very tricky to set up :) I'll be sure to have an example shader with that once it's done! Normal map blending is super common, so yes, there should be a node for that! A multiply by two node could be useful as well, or just a smaller version of a vector/float/value, so the 2 doesn't take up as much space…
The code it generates at the moment is not that pretty! I haven't spent time optimizing the code generator yet, but I do have a plan for it. I'm working on the core features first :) That said, it still runs through Unitys own shader optimizer, which has done an amazing job for the tests I've done. For example, if you…
Beyond just having IBL functions, more complete skyshop integration would be very useful. For example, in some of our games we animate the sky object or make changes to the exposure settings. Also, skyshop has a unique way of handling cubemaps for specular and I think their HDR implementation isn't standard. Lastly, one…
Strange, it really should warn you if you're using an older version, at least in the main menu. Did you go through the "Open In Shader Forge" on the example shaders or something? And yes, you'll have to get Unity 4.2 or later to run SF! I might push SF to 4.3 and later, due to some features in 4.3 that helps SF quite a lot…