Your comments

im wondering if this problem is the same as in unity 5.6 where static meshes using SF shaders do not receive dynamic shadows in mixed lighting. its the same?? thanks!

Hi! i found another change with Lerp node in the unityVITA version is this:

(not working)
//float3 reflection = reflect ( normalize ( mul ( UNITY_MATRIX_MV , ad.vertex ) ), float3 ( normalize ( mul ( (float3x3)UNITY_MATRIX_MV , ad.normal ) ) ) );

(working)
float3 reflection = reflect ( float3( normalize ( mul ( UNITY_MATRIX_MV , ad.vertex ) ) ), float3 ( normalize ( mul ( (float3x3)UNITY_MATRIX_MV , ad.normal ) ) ) );


No, there is no error when the shader is recompiled after ther error screen, but i found out what i was doing wrong, so i can edit again my shader without problem in shader forge and later change the nodes names in the compiled shader.

My specific error was using the tool "replace all" to change the vertexColor variable to just color, because of this i was changing "ShaderForge.SFN_VertexColor" that didn't needed to be changed and that is why i was getting the error and the erased shader. my bad. :P

I hope that the annoying quirks per platform be fixed some time, it occur to me that you can ad a buttons in the target renderer to enable VITA or PSM so the shader can compile the specific variables without need of correcting the later. in VITA the only specific variables that need later change are the "vertexColor to color" and "texcoord0 to texcoord" 

Thank you for this amazing tool and keep the good work :)