Shader Forge
Nikola Damjanov from Nordeus described the way he can use Shader Forge - a node based shader editor for Unity - in your game production.
Hey, Thanks for answering so fast, I have one more question, on the change log of 1.10 it says - Fixed a bug where lightmapping didn't work (Note...
Гайд как создать супер реалистичный лед в Unity 3D. Создание визуального эффекта с помощью Shader Forge на игровом движке Unity. Game effect tutorial.Вы може...
In double sided shaders it would be useful to tell the two sides apart.If the node is called "TwoSidedSign" then it should produce 1 for front side and -1 for backside.If the name ends up being something like "IsBackSide" then 0 for front, 1 for back. (This approach would make it simpler to use it in Lerps.)
I’m Lino Ramírez, Graphic Designer and a recent graduate of the Master’s in Game Design & Development program at UNIAT. Our thesis/final project consists of creating a game which we have been working…
Hello!
Hehe, thanks perna :) Also: Alpha/Beta signups are now closed! This is due to having a ton of testers, and the fact that SF is hitting beta very soon!
Thansks for the feedback! Pretty much all of the issues mentioned are planned!
Alpha 0.12 is now out! DX11 Tessellation & Displacement and Vertex offset/animation is now implemented :)
What errors are you getting in the console? (The topmost one)
Great job. Really wanted to be there :P
If I'm not completely wrong the limit for those under SM3 is 10. I did test GLSL as Unity proposed that, but I think it has the same limits on those.
I hope I didn't come across as too upset: I am a huge fan of the work you are doing.
Here's a little shader that i wiped up in SF https://vimeo.com/81547251
Who here has tips for making volumetric clouds
A selection of my recent Shader Forge experiments... Buzzcore - try using the Transmission parameter in the Main node.
Hey, Is it possible to create a "Detail map" texture in a ShaderForge shader? like the secondary maps on the unity 5 standar shader: Thanks!
I want to make a glass material but in order to do that I need a Refraction and Speculer unfortunetly this causes the material to cast shadows. I'm using an Alpha Blended Mode Is there a way to turn off shadows or am I just being bumb.
Value A is 0.5 in both instances. T is 0 in both instances, so it's my understanding that the output should be A (0.5). This correctly happens when I have a simple color plugged into B, but it seems to go awry when I plug lighting data into B instead. The preview in the Lerp node looks correct, but you can see the output is different. I think this is a bug unless I'm misunderstanding how Lerp works.