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Shader Forge - A visual, node-based shader editor

Discussion in 'Works In Progress - Archive' started by Acegikmo, Jul 20, 2013.

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  1. halley

    halley

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    Yes. There are "uv" and "uv2" coordinates, and you can base your calculations on them, and source from different textures for each. There is not a uv3, uv4, etc.

    However, just be aware that the Beast Lightmapping facility built into Unity assumes that static lightmapped objects (walls, floors, terrain) are going to use the uv2 map to bake all the shadowing and lighting information. If you're using the second UV layer for your own detailing, don't include them in your Lightmapping.
     
  2. darkhog

    darkhog

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    Can I download it somewhere? Would love to help test this, especially I am not good at all with writing shaders in GLSL/HLSL (both are too low-level for me, tried ShaderLab tutorials, but they didn't help me).
     
  3. juangauthier

    juangauthier

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    Thanx Halley! Good to know! Now where do i sign up to be able to test it out?
     
  4. Acegikmo

    Acegikmo

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  5. halley

    halley

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    Just throwing out this Shader Forge shader I put together for an animated dancing game character. The character is skinned with one UV map, even though she's wearing cloth, shiny vinyl and glassy objects. I wanted the outfit to reflect all the stage lights, but only on the materials that should reflect it.



    I had worked it out in the 0.12 alpha, but as Acegikmo mentioned, it might not load correctly in 0.14. Only the two Texture RGB plugs were unhooked, so it was easy to put it back together. I love the Properties ordering area.

    I'm afraid to find out what the final Shader Forge will cost, because it's too darn useful to give up!
     
  6. Acegikmo

    Acegikmo

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    Neat shader halley!
    I've mentioned it in several places by now, but it will most likely land at $100 when it's released, any coming updates will be free if you already have a license though, of course :)
     
  7. halley

    halley

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    That price is more than fair. I see a few Store items that are significantly more than that, which I'd never buy.

    [Edit:] By "more than fair" I meant it was a very good price. I forget that English idioms are sometimes confusing to a global audience.
     
  8. KRGraphics

    KRGraphics

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    This is definitely shaping up... I am still looking forward to seeing Skin Shaders being made with this... I was looking at the Quantic Dream magician demo and I would love to get that quality in the skin. And I hope it is easy to use. I am probably gonna hold off on this asset until I can find something to use it on. Keep this going man.
     
  9. MatzeOGH

    MatzeOGH

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    any plans to support marmorset skyshop?
     
  10. Acegikmo

    Acegikmo

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    You can already use the cubemaps that skyshop generates. What type of support did you have in mind?
     
  11. KRGraphics

    KRGraphics

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    I'm guessing he wants to recreate the shaders to emulate the way the skyshop works...
     
  12. Kirienko

    Kirienko

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    Looks very interesting :)
     
  13. PJRM

    PJRM

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    I have no words for your work... Too bad that Unity portal doesn't have anythink like Kickstarter!
    You Worth alot of money... You should done it before opening Beta! I'll pay 50-100$, although i'd like to donate an extra for the excellent work you are doing.

    You should do somethink like that!!! Depending on how much the person donate, it'll receives extra content!
    I gotta say: you deserve!

    My thoughts:
    $Shut-up-and-take-my-money.jpeg

    ---- edit ----
    Forgot to say: Would be nice if you add a "info button" (i) beside a connector, as a Tooltip. So it will explain how the property works - for people who never touch or stop to learn about it, that would help alot of people understand what they have to do!

    Best regards,
    PJRM
     
    Last edited: Nov 12, 2013
  14. RenOli

    RenOli

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    I created a model in Zbrush to test the Light Wrapping.

    Here is what I did in ShaderForge:

    $ShaderForgeCreating.jpg

    Here is the result

    $skinShader.jpg

    It took me several hours to create this very complex nodes.. ;D

    hahaha joking (of course),.. Now I am going to work on specularity, some refraction, and so on, create tons of tests.

    It is incredible how you can make everything beautiful with this shader.

    I was going to report some things but I saw that you already fixed it.


    Here is a web player for everyone to play with the lights: https://dl.dropboxusercontent.com/u/10361080/SkinShader/SkinShader.html

    I will update this same link, lets see where I can get with Shader Forge ;D
     
  15. Acegikmo

    Acegikmo

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    Very nice work RenOli, looks great :)
     
  16. janpec

    janpec

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    AWESOME! Simple skin shader with so simplistic and straight forward use, 3 nodes and its done hehe. What does transmition mode do? (Also add some specularity to it skin).
     
  17. Acegikmo

    Acegikmo

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    Transmission controls how much light is let through to the faces facing away from the light, which is useful primarily in thin materials like vegetation, but also translucent stuff like lampshades, candles, jelly, or whatever else you might want to look translucent :)
     
  18. RenOli

    RenOli

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    Deon-Cadme likes this.
  19. hippocoder

    hippocoder

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    Unfortunately both dropbox links do not work on mac. Black screen.
     
  20. hippocoder

    hippocoder

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    Sorry if this was answered, but does shader forge generate surface shaders or cg? I understand surface shaders to be somewhat slow overall. It's not a huge deal breaker for modern hardware though! Also, is the final shader human readable so more tweaking can be done on a manual level?

    I do think its a great thing though, obviously it's probably better to stick with something like Core framework if you really, really need speed, but when it comes to making your own shaders, it appears Shader forge is a wonderful thing.

    Honestly, Unity should consider buying this up for a quick integration if it continues to be this sexy. It's something Unity has needed from day one that Unreal really does become the artist's choice for.

    A final feature request I feel is rather important if you want the community to grow around this is to have shader node import and export - perhaps as simple XML - so that people can share node files and grow a large (possibly infinite) library of wonderful effects to share with each other or help optimise a shader. Simply including a file with a post, someone can share their nodes for further improvement or build a library over on the unity wiki. Hopefully nodes will be shared instead of shaders, leading to more open-ness and more overall sales.

    For some things, I will continue using custom jobs like Echologin's stuff, but for shaders which are beyond my level, or just for the art team to become self sufficient, shader forge is perfection. Keep up the good work.
     
    Last edited: Nov 14, 2013
  21. SOULSSAGA

    SOULSSAGA

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    HI !

    This SHADERFORGE SISTEM IS A REVOLUTION ! Reaaly looking Greath Congratulations

    I made this Greath looking ( no other like ) Shader. Were it looks Greath and Exactly as i want in ShaderForge Preview.



    But Seams i Screwed up Somewere ...

    And just doesnt work in Unity Viewport...



    ANd it Gives some Unmatched #Endif Errors - on Editor ... Also Maps Dont Stay in place ...

    Is The Hell... I spended yesterday 6 hours working on it ..
    And lol ! Seams that i pushed Shaderforge Too far..

    And its odd That looks Greath in Shaderforge Preview, but just doesnt work in unity no matter what i try ..
    With same maps and same variables..

    The Shaders not look the Same in Shaderfore Preview and unity... Maibe its because of latest Unity There is something to fix there im sure ! Im using Latest Downloadable Unity 4.3 By the way !

    ---

    This is the Shaderforge Data Code Variables..
    Code (csharp):
    1.  
    2.  /*SF_DATA;ver:0.14;sub:START;pass:START;ps:lgpr:1,nrmq:1,limd:4,blpr:0,bsrc:0,bdst:0,culm:2,dpts:2,wrdp:True,uamb:True,ufog:True,aust:True,igpj:False,qofs:0,lico:1,qpre:1,flbk:Bumped Diffuse,rntp:1,lmpd:True,enco:False,frtr:True,vitr:True,dbil:True;n:type:ShaderForge.SFN_Final,id:0,x:32153,y:31966|diff-84-OUT,diffpow-785-OUT,normal-83-RGB,emission-162-OUT,transm-119-RGB;n:type:ShaderForge.SFN_LightAttenuation,id:37,x:32918,y:31893;n:type:ShaderForge.SFN_Multiply,id:38,x:32750,y:31958|A-37-OUT,B-55-OUT;n:type:ShaderForge.SFN_Dot,id:40,x:33383,y:31943,dt:1|A-42-OUT,B-41-OUT;n:type:ShaderForge.SFN_NormalVector,id:41,x:33337,y:31798,pt:True;n:type:ShaderForge.SFN_LightVector,id:42,x:33507,y:32108;n:type:ShaderForge.SFN_Dot,id:52,x:33129,y:31905,dt:1|A-41-OUT,B-62-OUT;n:type:ShaderForge.SFN_Add,id:55,x:32918,y:32031|A-81-OUT,B-58-OUT;n:type:ShaderForge.SFN_Power,id:58,x:33093,y:32078|VAL-52-OUT,EXP-129-OUT;n:type:ShaderForge.SFN_HalfVector,id:62,x:33282,y:32022;n:type:ShaderForge.SFN_LightColor,id:63,x:32750,y:32115;n:type:ShaderForge.SFN_Multiply,id:64,x:32582,y:32014|A-38-OUT,B-63-RGB;n:type:ShaderForge.SFN_Color,id:80,x:33517,y:31729,ptlb:Color,c1:0.6544118,c2:0.8426978,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:81,x:33182,y:31682|A-84-OUT,B-40-OUT;n:type:ShaderForge.SFN_Tex2d,id:82,x:33579,y:31523,ptlb:Diffuse,tex:b66bceaf0cc0ace4e9bdc92f14bba709;n:type:ShaderForge.SFN_Tex2d,id:83,x:34806,y:31464,ptlb:Normals,tex:bbab0a6f7bae9cf42bf057d8ee2755f6;n:type:ShaderForge.SFN_Multiply,id:84,x:33349,y:31635|A-82-RGB,B-80-RGB;n:type:ShaderForge.SFN_Cubemap,id:119,x:32389,y:32323,ptlb:CUBEMAP,cube:2f821dbbb5e173e468876ef2e4eaa490,pvfc:0;n:type:ShaderForge.SFN_Slider,id:129,x:33259,y:32326,ptlb:LIGHT POWER,min:-2,cur:-0.5,max:2;n:type:ShaderForge.SFN_Multiply,id:134,x:32922,y:32244|A-135-OUT,B-136-RGB;n:type:ShaderForge.SFN_Multiply,id:135,x:33105,y:32207|A-137-OUT,B-138-OUT;n:type:ShaderForge.SFN_LightColor,id:136,x:33121,y:32349;n:type:ShaderForge.SFN_LightAttenuation,id:137,x:33301,y:32184;n:type:ShaderForge.SFN_Multiply,id:138,x:33310,y:32403|A-81-OUT,B-140-OUT;n:type:ShaderForge.SFN_Slider,id:139,x:33653,y:32633,ptlb:DARK POWER,min:-10,cur:-0.9774436,max:10;n:type:ShaderForge.SFN_Power,id:140,x:33490,y:32508|VAL-52-OUT,EXP-139-OUT;n:type:ShaderForge.SFN_Lerp,id:162,x:32429,y:32136|A-64-OUT,B-134-OUT,T-187-OUT;n:type:ShaderForge.SFN_Slider,id:187,x:32550,y:32280,ptlb:node_187,min:0,cur:1.180452,max:2;n:type:ShaderForge.SFN_Multiply,id:459,x:34366,y:31290|A-460-OUT,B-1108-OUT;n:type:ShaderForge.SFN_Power,id:460,x:34493,y:31013|VAL-776-OUT,EXP-83-RGB;n:type:ShaderForge.SFN_Dot,id:558,x:35241,y:30922,dt:3|A-615-OUT,B-615-OUT;n:type:ShaderForge.SFN_Slider,id:579,x:35947,y:30694,ptlb:node_579,min:0,cur:992481.2,max:1000000;n:type:ShaderForge.SFN_Multiply,id:580,x:35725,y:30737|A-579-OUT,B-581-OUT;n:type:ShaderForge.SFN_Slider,id:581,x:35932,y:30812,ptlb:node_581,min:0,cur:1000000,max:1000000;n:type:ShaderForge.SFN_Multiply,id:615,x:35520,y:30881|A-580-OUT,B-620-OUT;n:type:ShaderForge.SFN_Slider,id:620,x:35831,y:30912,ptlb:node_620,min:-10000,cur:10000,max:10000;n:type:ShaderForge.SFN_Slider,id:747,x:35093,y:31109,ptlb:node_747,min:-1,cur:1,max:1;n:type:ShaderForge.SFN_Power,id:776,x:34840,y:30985|VAL-558-OUT,EXP-747-OUT;n:type:ShaderForge.SFN_Multiply,id:783,x:32726,y:31685|A-460-OUT,B-913-OUT;n:type:ShaderForge.SFN_Lerp,id:785,x:32374,y:31922|A-1090-OUT,B-787-OUT,T-786-OUT;n:type:ShaderForge.SFN_Slider,id:786,x:32730,y:31835,ptlb:node_786,min:-50,cur:22.93233,max:50;n:type:ShaderForge.SFN_Power,id:787,x:32562,y:31879|VAL-783-OUT,EXP-786-OUT;n:type:ShaderForge.SFN_Power,id:805,x:33724,y:31330|VAL-459-OUT,EXP-1055-OUT;n:type:ShaderForge.SFN_Slider,id:860,x:33235,y:31485,ptlb:node_860,min:0.0001,cur:0.0001,max:10;n:type:ShaderForge.SFN_Slider,id:913,x:32885,y:31746,ptlb:node_913,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Multiply,id:994,x:32997,y:31389|A-805-OUT,B-860-OUT;n:type:ShaderForge.SFN_Clamp,id:1026,x:32735,y:31464|IN-994-OUT,MIN-1036-OUT,MAX-1037-OUT;n:type:ShaderForge.SFN_Slider,id:1036,x:33172,y:31580,ptlb:node_1036,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Slider,id:1037,x:32963,y:31658,ptlb:node_1037,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Slider,id:1055,x:33922,y:31404,ptlb:NORMALIZED DIFUSE POWER . BUMP BACK LIGHT . INTENSITY,min:0,cur:1000,max:1000;n:type:ShaderForge.SFN_Slider,id:1078,x:32698,y:31622,ptlb:node_1078,min:0.0001,cur:0.0001,max:10;n:type:ShaderForge.SFN_Dot,id:1090,x:32421,y:31713,dt:3|A-1026-OUT,B-1078-OUT;n:type:ShaderForge.SFN_Slider,id:1108,x:34601,y:31469,ptlb:NORMALIZED DIFUSE POWER . BUMP BACK LIGHT . STRENGHT,min:0,cur:1000,max:1000;proporder:80-129-82-83-139-119-187-579-581-620-747-786-860-913-1036-1037-1055-1078-1108;pass:END;sub:END;*/
    3.  
    By the way , When is the Save Variable data As Shaderfore file to Interchange Graphs Between users is avaiable ?
    By The Toes / We canot Share The ENTIRE Shader code WitH Eachothers Around right ?

    Would be cool to start Making a Shaderforge Shaders Database / SHARED by USERS !
    ___

    I can Send you The Entire Shader Files By private message if you want to Debug it...

    Its a Mess... ANd i know but ...
    We reaaly Need Proper "blend by percentage" and proper "Multilayers Layers blending" Like in photoshop nodes

    Do you Know When Version 0.15 Will get Out ?
    There is reaaly The need to Zoom in Zoom out / and that The Scrollbar in Left Pannel ...
    Also the Drag And Select Nodes / then right click and Copy Paste features... / Undo ...
    Possibility to Group Nodes and Expand and colapse Child nodes would be greath !
    Right now in latest 0.14 Alpha Ony the Public value And sliders Are working ..
    The ones not public just dont work .. On big Graphs Things come slow as hell...with sliders especially
    WOuld be cool to Have "non public" sliders / That would work Trigered by Variables..
    And of course we would need variables / conditional Triguered Nodes ..

    Maibe Introducing Unity 4.3 UBBER SHADER in Shader forge would be cool !


    Seams to be "just" to add [MaterialToggle(FANCY_ON)] And #pragma multi_compile shader variants

    Would be cool as specific Shaderforge save format and
    ... all "non conected" nodes not be added into SHader to Avoid Errors ..
    Also Have Those Material Togle / Multicompile Variants ..

    ---
    Acegikmo MAIBE You should Also Multiply yourself by Power of ^4 ! :cool:
    Its a hell of a Development for one man ..

    CONGRATULATIONS FOR THE AMAZNG ACHIEVMENT SO FAR !
    Keep going ! This Development will gona make you rich ! ^^
    Good luck !
    ---

    Thanks for the Beta Test Possibility.

    Best Regards !
     
    Last edited: Nov 14, 2013
  22. Acegikmo

    Acegikmo

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    SF generates fragment shaders in CG, in order for SF to have full control over passes, render order, sorting, and so forth :)
    The code should be readable, but some setups can get a bit messy.
    SF defines variables for nodes used more than once, but if it's only used once, it's put inline with the previous and following operations. So a chain of inlines will be rather unreadable. The nodes are also quite terribly named in the code, as in, node_45, etc, but I've planned to get that sorted down the line.
    Other than that I'm trying to make sure it's readable, keeping indentation clean, using sensible variable names, and so forth!

    Nodes are currently saved in a semi-CSV format inside the actual shader files, so any shader code you publish on the web, be sure to keep the SF data so other SF users can open it and have a look at the nodes :)

    I've planned to support node nesting and export of those nested nodes, but that will have to wait for a post-release update, as I need to release it pretty soon.

    Thanks for all the nice comments!
    Also, beta is around the corner, have you signed up for it? :)
     
  23. janpec

    janpec

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    Acegikmo what is performance comparision between default Unity Spec_Bump shader and shader made like this (normal+specular+diffuse) with your ShaderForge?
     
  24. Acegikmo

    Acegikmo

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    It depends on the quality settings, but if you set it to the same as Unity's, it should be about the same instruction count :)
    Unity is using interpolated normals rather than normalised normals, for example, which looks worse, but is faster
     
  25. jcarpay

    jcarpay

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    Does that explain the famous white dots that are exposed with certain Unity shaders?
    http://forum.unity3d.com/threads/82887-Fireflies-Anti-Aliasing
     
  26. SOULSSAGA

    SOULSSAGA

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    Cool ...

    And about Draw calls ?

    What are the Nodes That Consume more Drawcalls ?


    For example if we Multiply less say 10 or 20 Difuse + 20 Normal + 20 Mask Maps + 100 Nodes ...

    Is there Somewere a Drawcalls or Performance Estimation on ShaderForge already ? Or is possible to do one ?

    A Future Nodes ( condensation ) As well Layered Textures Baking Sistem wold be very handy ...

    We sometimes Do Get crazy layering out Things in Such complex way you know ..lol

    Would love to see In a Latter Optimized Edition comparatives Betwen Large Nodes of other Sistems with yours ...

    Performance in viewport as today in Beta 0.14 Realy could be better comparing to Strumphy and Udk and SHaderFusion ...

    Expecialy comparared with UDK / Shader Nodes ... Wich is actually not a fair comparation as Udk is 64Bits ... Anyway...

    We also miss a Bird Eye Overview Window There !

    Best Regards !

    Keep Improving it to Unity Limits dude !








     
    Last edited: Nov 15, 2013
  27. Acegikmo

    Acegikmo

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  28. Chaoss

    Chaoss

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    I'll be the first customer when this hits the asset store and/or gets released.
     
  29. topofsteel

    topofsteel

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    When do you plan to release this?
     
  30. Acegikmo

    Acegikmo

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    It depends - somewhere between 3 and 6 weeks, depending on if I am going to make it available for purchase on the asset during the beta, or if I will wait until 1.0
     
  31. RenOli

    RenOli

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    Isn't shader Model 2.0 working?

    My shader gets all black with shader emulation 2.0


    EDIT: Nevermind, I did it, fallback <=/
     
    Last edited: Nov 18, 2013
  32. Acegikmo

    Acegikmo

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    Currently SF doesn't support SM 2.0. The reason for this is simply because SM2.0 has a very low instruction count limit, which you hit quite quickly in SF. Ideally it should switch from 2.0 to 3.0 automatically :)
     
  33. virror

    virror

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    Well, since only very few % of all gamers still have the super old computers, 3.0 seems to be getting pretty standard now days.
     
  34. RenOli

    RenOli

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    Thanks, but I used the fallback it worked.. I used Mobile/Diffuse.

    :D

    True, but there are still mobiles with shader model 2.0/1.0, and I am making some tests on OUYA to see how it works :) So it is necessary SM2.. But at least it worked, in SM2.0 simulation on unity.
     
  35. Gcs_deV

    Gcs_deV

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    From where do I download SSE and how do I install it? Any "download" links featured in posts here all lead to Github, but "Cloning in the desktop" and "Downloading zip files" both result in a zipped folder with various files and directories but no Unitypackage file. Yes, I'm new to Github and don't know how to use it. A little help for the new kid please?
     
  36. PJRM

    PJRM

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    I'm a noob when talking about shader... so, take it easy on me :oops:
    I was wondering if shader works with 2D features (sprites). It Work ?
    I know it's not a 3D model that we can calc vertices, triangles... so i wonder if works with it.
     
  37. jcarpay

    jcarpay

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    SM 2.0 support would be very nice!
     
  38. nipoco

    nipoco

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    Is it possible to create IBL shaders like Skyshop with Shader Forge?
     
  39. Acegikmo

    Acegikmo

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    It should be!
    Note that SF does not generate cubemaps by itself, but you can of course use the cubemaps that Skyshop generates in SF :)
     
  40. Acegikmo

    Acegikmo

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    I haven't actually looked into the 2D system of 4.3 yet, but I can't see why shaders wouldn't work on them, assuming they're simply flat 3D geometry :)
     
  41. PJRM

    PJRM

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    thank you so much. :)
     
  42. Gcs_deV

    Gcs_deV

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    Even just a hint or a nudge in the right direction? Please?
     
  43. Acegikmo

    Acegikmo

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    This thread isn't about SSE, and I'm actually not sure where you download it, but I'm sure Googling will help.
    If not, you'll have to ask the guy who made it, or ask other SSE users :)
     
  44. Dreamora

    Dreamora

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    26,601
    Got recently accepted on the beta and had some rather successful first tests on parts of a pretty nifty but nasty shader I bumped around in pure cg for quite a while.


    There are no mobiles with SM2 actually.
    Mobiles are OpenGL ES 2.0 which is not comparable to the desktop SM in general as it is a new, streamlined and optimized API (desktop OpenGL prior OpenGL 4 is bloated and in various points inefficient).
    OpenGL ES 2.0 on mobiles is more like SM3 than it is SM2 limits wise, at the same time though it lacks some of the more powerful yet performance killing features too, though instruction count is none of them where it is locked into SM2 limits luckily :)

    OpenGL ES 1 just for completeness was no programmable shaders at all, thats a DX7 alike fixed function pipeline that on iOS was last used on the iPhone 3G (anything beyond that is OpenGL ES 2.0 and with the iPhone 5S generation we now hit OpenGL ES 3.0 hardware but Unity does only support that level in a first iteration on Android yet)
     
    Last edited: Nov 19, 2013
  45. Gcs_deV

    Gcs_deV

    Joined:
    Jun 19, 2013
    Posts:
    22
    Thanks for answering.
    I can only apologise, I meant Shader Forge, not SSE. I've been trying to get SSE working for days now (hence my unthinkingly typing SSE) but having similar problems as I am having with Shader Forge i.e. download links pointing to Github and not including Unitypackage files.

    So, let's try again. How would a beginner go about installing and starting to use Shader Forge. I've tried opening the SLN files in MSVS 2010 but get an error saying the files were created in a newer version of the program.

    Again, sorry for the confusion and thanks for your answer.
     
  46. Acegikmo

    Acegikmo

    Joined:
    Jun 23, 2011
    Posts:
    1,294
  47. anoon

    anoon

    Joined:
    Aug 8, 2012
    Posts:
    9
    Loving Shader Forge so far. Very reminiscent of a graph based editor I helped design back in my technical art days, so I feel right at home with it.

    Question: I've created a shader with a slider that blends between two maps. The sliders function in the Inspector, and any animations I create driving the blend slider work in the Animation Editor just fine as well.

    But when I try to call the blend animation in game via script, nothing happens. Any idea why?
     
  48. Acegikmo

    Acegikmo

    Joined:
    Jun 23, 2011
    Posts:
    1,294
    Are you sure you're using the correct (Intenal) name to refer to the parameter?
     
  49. anoon

    anoon

    Joined:
    Aug 8, 2012
    Posts:
    9
    I figured it out: User Error.

    Looks like one of my GameObject's Components had accidentally been set to inactive. Silly.

    Works great now.
     
  50. RenOli

    RenOli

    Joined:
    Jan 23, 2013
    Posts:
    102
    Hello, I saw two bugs.

    - There is time that the shader simply stops creating properties in the propertie tab.

    -There is time that you click in the bg of shader forge and it creates a node, for me was fresnel, I didnt find how it started out, but it happened many time, aways with fresnel. Any click I gave, a fresnel node was created
     
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