Your comments

Must have been false memory then. Maybe I dreamt about it.
From my memory I recall reading somewhere that this feature has already been implemented. But I cannot find any documented hotkeys or a button in 0.19 that enables me to take a snapshot of my node tree. That would be extremely helpful for sharing graphs with the community. :)
Looks cool :)
I'll borrow some of this for my node tree... until at some point we might see a node for this. Really, I 've never been happier with an asset bought for Unity. You rock!
The latter would be the thing I am kindly asking for in this thread :)
The unpack normal node was a thing I've mentioned in the Polycount forums (I think) and you replied that you plan to add a "custom code node" somewhere in the future of SF.
Both - a custom unpack normal node and a sample normal from heightmap node - would be valid candidates for shader code wrapped up inside a "custom code node". But I think the "normal from heightmap" node will be useful for many artists. Eg. for water shaders/waves.
@robert:
If I understood everything right so far you can simply tell Unity to render only a given amount of lights by adjusting the Project Quality settings inside the editor.
That is where you can chose how lights affect surfaces and how many of them do.
You little rascal :D
Well, at work we have Pro, at home I don't. Nice feature. Off to my bed now.
Confirmed. Looks like it works alot smoother now without freezing the UI/preview.

Btw.: I had an interesting bug that might be Unity devs domain/responsibility.
When I opened the example scene and started to dissect and play (aka cause some recompiles) with one of your shaders I suddenly had working refraction in my Unity Free version. That is, the refraction shader example worked... while the transmissive plant shader suddenly didn't (no cutout opacity).
After shutting down and restarting Unity Editor the materials showed up as expected ... black for the refraction shader, shaded and cutout leaves for the transmissive plant shader.
Hey Ace, I just read this one:
http://shaderforge.userecho.com/topic/349874-beta-...
And it looks and sounsd to me like these issues might be related to each other... let's hope for the best :)