As Ga2Z said, you don't have access to Render Textures. That means you cannot do screen space post processing effects and you cannot sample the results of a previous shader pass in a following pass. For further readings about feature comparison I suggest you to read the respective page on the Unity3D website. And yes, SF…
Please Help. The right object in the scene below, is a road with a standard Unity3D shader for it, The left object is a road with a shader that was provided by ShaderForge: You can see that the reflection of the standard unity3D shader is way realistic than the one that Shader Firge 1.3 made. Notice both of them have…
Diamond, Cactus - this isnt shaderforge, but... check it out, very similar http://stevencraeynest.wordpress.com/2013/03/29/easy-volumetric-explosion-in-unity3d/ http://vimeo.com/61959085
Hi! First of all - I am a complete newbie in shaders, but I work with Unity3d for a long time. I've found Shader Forge and it looks like something that might help me, but I'd like to be sure before purchasing. Maybe someone can tell me if (and how - more or less) can I create a shader that resolves my problem. So: I have a…
It's not possible in SF at the moment, as you need explicit access to the geo/domain/hull shaders, which has 3 issues: 1. It will take a lot of time to make, as I have to update the dependency system within SF 2. It will be Windows/DX11 only, until Unity updates their OpenGL implementation 3. It will require a lot of…