You should do it by setting the texture's wrapping mode to Clamp rather than Wrap, and make sure the borders aren't bleeding unwanted pixels out into the outer areas. This may not always be possible (due to mipping etc), so in that case you can make a mask that replaces whatever is outside the 0 to 1 UV range
Vertex animation is going to be supported as well! Which nodes would you want for that feature specifically; apart from time, sin/cos/tan/smooth/clamp/wrap/repeat ?
A little update! Alpha testing is around the corner. I've been preparing a feedback/bug reporting place on the web, as well as getting all the file management stuff done. Here are the latest visual additions; Improved transmission and light wrapping - a fake but cheap SSS effect :)
I think for SSS, you can include Wrap Lighting, TSD, and Pre Integrated with the ability to use IBL and Cuebmaps for the ultimate realism. Also the alpha, we need to make certain that we can use the alpha channel's full range for stuff like hair. And trying this in with Skyshop, will be a bonus.
I've now updated the node documentation with the main node, along with animated .gifs of almost all inputs so far :) http://acegikmo.com/shaderforge/nodes/ Diffuse Specular Gloss Normal Emission Transmission Light Wrapping Alpha Alpha Clip Refraction Diffuse Ambient Light Specular Ambient Light Custom Lighting Outline…
I'm glad you guys are excited about Shader Forge; gets me motivated to finish it faster! :) Which kind of SSS would you guys prefer? Was considering simply using wrap lighting to do it, which works just fine on smooth/rounded objects (And is super cheap compared to other approaches). Might end up having multiple types you…
I have now set a release date to force myself to finish it: It should be out this wednesday*! Getting really close to being ready now. Wrapping up the website now; here's how it currently looks: http://acegikmo.com/shaderforge/nodes/ *plus asset store submission delays, if any :) I also need to make the asset store images.…