Shader Forge - A visual, node-based shader editor

Hello!
After about 5 months of development, Shader Forge is finally ready to be released publicly :slight_smile:
With Shader Forge, I wanted to bring AAA quality shading to Unity with massive amounts of flexibility and customization in an intuitive way - not just a rigid set/pack of shaders

Mail: webmaster@acegikmo.com
Twitter: @FreyaHolmer or #ShaderForge

And of course, a little feature summary and screenshots below!
Hope you like it :slight_smile:

// Freya Holmér

Workflow:

  • Create shaders visually with a real-time 3D preview - no code required
  • No extra files to sync over your version control system; Shader Forge uses a single file for shaders - the .shader file itself
  • SF writes CG shaders that can be used in any project, without installing Shader Forge
  • Works in both Unity Pro and Unity Free
  • Documentation and support center, for contributing feedback and bug reports

Some of the features:

  • Built-in Physically Based Lighting mode and energy conserving shading
  • Visual and intuitive interface - Get a clear overview of what each node does
  • Custom lighting nodes and IBL support, with seamless Skyshop integration coming soon!
  • DX11 Tessellation Displacement
  • Transparency; both partial and alpha clipping
  • Refraction Render Textures
  • Optionally use lightmapping and light probes / spherical harmonics
  • Plus all the essentials such as cubemaps, custom blending modes, depth sorting, fog control, and much much more!


9 Likes

This tool is absolutely amazing.

Cool tool, and now is mine! :slight_smile:

Can you please show all the connections for this effect?

Another question: how can I distort the UV using a 2D texture?

This is an amazing powerful tool…

I’ve created beautiful shaders in a really fast way, and the best part, it is really well performed.

I tested it on OUYA and Galaxy S, it work and really fast (obviously it depends on wich shader you are using)

Thanks for this tool… for sure, on the top best tools in asset store.

Distortion can be done my offsetting, with the add node, a UV coordinate node by a texture, and then plugging it into the UV input of a texture.

Here’s the node tree you were asking about:

1 Like

Awesome! Congratualtions on release!

A question: what would be the best way to get the distance from a vertex to a camera clip plane in Shader Forge?

One of the most anticipated tools is finally on the Asset Store! Good work Ace. Keep moving forward. Would love to see more tutorials, nodes etc in future updates :slight_smile:

(I’ve deleted the post by mistake)

I can’t connect operations like MULTIPLY and ADD to ANG and UV, I’m doing something wrong?

1480569--81968--$FailedConnection.jpg

This is a bit tricky. Assuming you are content with a pretty close approximation, this should do for a camera fade:

It’s not 100%, because it’s assuming your screen is not flat, but radial. You can add a slight bias to it by adding a small value to the projection parameter near distance, if you experience some clipping issues near the edges of the screen :slight_smile:

Is there a rule which value to use to decode the RGBM? Also i would like to know how to drive the Specular IBL Cubemap Mip with a glossmap, if that is possible. Thanks a lot for this awesome Tool !!

That’s because your multiply node hasn’t evaluated yet. Connect the inputs of it first!

There is no rule for RGBM, there are different standards depending on how the cubemaps were saved in the first place!

Unity probably has one rule for their RGBM (I think it’s 4), Skyshop probably has their own value. It may not even be linear, so this is just an approximation from me :slight_smile:

If you want to control glossiness, connect a value, such as your glossiness value, into MIP and multiply it by something around 5-8, and you should get MIP control with the glossiness!

I’ve found the problem. I was connecting RBG instead of a single color channel with the 2Dtexture node :slight_smile:

Thank you for you your answers :slight_smile:

ooooooh it’s released

Congrats, quite an accomplishment.

Hmm, ok then, thank you! I was hoping for something more accurate - my current shader works basically as you described, and I get issues near the edge of the screen. I’ll give the bias a shot. Or maybe if I use the view angle and some trigonometry… Is it possible to get view angle? Something about projection matricies? Shaders make my brain hurt sometimes.

It is quite dark, because it’s doing energy conservation calcs. You’ll need stronger lights in your scene or, like you said, multiply the diffuse by some value :slight_smile:
By default, the Unity directional lights have an intensity of 0.5, I recommend setting it to 1

Yeah that’s because you’re connecting a loop (infinite loop), I haven’t added a loop detection yet! Ideally you shouldn’t be able to make the connection in the first place

The 0.18 update is soon out! It’s not a very big update, but it fixes an issue where some properties didn’t show up.
I’m also adding two new nodes; Vector Projection and Vector Rejection :slight_smile:

Gratz on release!

This product and documentation look very well made.

Will surely get it at some point.

What do these nodes do? also as I’ve said in the other thread numerious times this tool is really awesome and Acegikmo is very good at answering questions if you get stuck. I’d highly reccomend it!