Your comments

Did you have a look at the image effect scripts related to your problem?
I know of a slightly similar issue. SF writes 1 into the alpha channel of opaque shaders. With the legacy Glow image effect this leads to the whole scene glowing as the effect highly depends on the alpha values of the final frame buffer.
For our game I copied the Alpha threshold functionality of the legacy Glow into the newer Bloom image effect (which required changes to the image effect script, the image effect editor script and the associated postprocessing shaders) and made sure to write meaningful Alpha values into the opaque shaders once SF iterations on the object shader were done.
Maybe you'd have to do similar things for now.

See this report for more image effects related issues regarding Alpha values:
http://shaderforge.userecho.com/topic/412056-default-alpha-to-zero-in-opaque-geometry-shader/
I always wondered why they (Epic) were doing it the way they did in UE3. Asian customers?
There are quite a few applications out there that have node editors that go right to left as UDK does.
But there are a few things to consider when switching the flow direction as stated by Joachim in this post:
http://forum.unity3d.com/threads/191595-Shader-Forge-A-visual-node-based-shader-editor?p=1327853&viewfull=1#post1327853
Awesome. I was missing exactly that when I tried the code node today. Thx.
As promised (sorry, took me a little longer):
https://gist.github.com/Farfarer/158b23f694c2c995f...

This is some code from Farfarer who claims to have lit particles going.
Originates from this thread:
http://forum.unity3d.com/threads/175273-deferred-r...

I didn't have the time to take a closer look at this stuff - but maybe it points in the right direction for integrating a "make this a particle shader - switch" inside SF.
Bumped. I have some particle shading code bookmarked and I will post the link here tomorrow.
I tried. But I could not reset the blending to off as long as there was a value plugged into Alpha. We could use Src: One and Dst: Zero... but why do the blending at all? So I thought. And for now I just hand edit the source shader and replace the alpha value manually. But a fix i future would be nice :)
Hey, thx for the quick response.
From reading your answer it sounds like I didn't do my maths or that I missed the concept of the vertex offset input. Mea culpa. :)
I'll have a look at what you posted there when 0.24 is out.
Do you happen to have got an ETA for zooming? Would be really useful as my trees are growing larger and larger now that I am implementing more features into my shader(s).
Ah ok. So in the meantime I'll fall back to using multiple add nodes as a workaround.
Now that I closed Unity Editor and reopened it I get an error message when trying to reload the shader in SF.

Incompatible types: Type A: VTv3 Type B: VTv1
UnityEngine.Debug:LogError(Object)
ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod)
ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod)
ShaderForge.SF_NodeConnector:TryMakeConnection()
ShaderForge.SF_NodeConnector:CheckConnection(SF_Editor)
ShaderForge.SF_Node:DrawConnections()
ShaderForge.SF_Editor:OnGUI()
UnityEditor.DockArea:OnGUI()


I am on the free version of Unity. The material inside the scene view gets displayed in black/unlit.
Same in SF preview.

I am still unable to connect the normal vector to the Normal input of the Main node. I'll recreate the shader and see if that issue can be reproduced.