Your comments

For me the step node gets inversed on Galaxy S5 (Adreno 330). The if node seems to be working fine though. SF 1.25, Unity 5.2.3f1.


Edit: It seems like if works fine in fragment but not for vertex offset. I have a shader in Tap to Dive that moves vertices when they are below the water surface (a float value). On the Galaxy S5 I can use the if to get the water surface rendered correctly but I also want to wobble them with vertex offset and the ones above the surface wobble instead. I will look for something that works in both fragment and vertex.

Maybe it is fighting with my plugins? Using voxelbusters Native plugin and Unity Ads.
Also got this:

InvalidOperationException: Operation is not valid due to the current state of the object
System.Collections.Stack.Peek () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections/Stack.cs:321)
UnityEngine.GUILayoutUtility.EndLayoutGroup ()
UnityEngine.GUILayout.EndHorizontal ()
ShaderForge.SF_Editor.FlexHorizontal (System.Action func)
ShaderForge.SF_Editor.DrawPrimaryMainMenuGUI ()
ShaderForge.SF_Editor.DrawMainMenu ()
ShaderForge.SF_Editor.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Unity crashed. I reinstalled SF again end the error is back
Deleting Library got rid of the Error but now Unity crashes when I compile a shader :/

Edit: Maybe it did not get rid of the eror, I just did not see it because of the Unity crash.

I can try to recompile all my shaders
The shader is an Unlit additive one
Yes, and I tried to remove SF, reset layout and import it again.
I have only one monitor and I get the same error when I start Unity. SF 1.21, Unity 5.2.0f3

That also goes for nodes, would be great with backspace support for deleting stuff