Your comments

Looks quite right, I have to elaborate it a bit.

The purpose of Skyshop nodes for Shader Forge is just to connect the generated probes to the proper channels or I can use them to make something? :D
Hi Joachim,

I tried to do as you explained, but Skyshop uses HDR cubemaps and the colors that result are wrong.

My goal is to fade beetwen two Skyshop local skies gradually forward and backward at different speeds.
Is possibile to do just using Skyshop API?
Now works, thanks. :)
It returns these errors:

FormatException: Value is not equivalent to either TrueString or FalseString.
System.Boolean.Parse (System.String value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Boolean.cs:186)
ShaderForge.SFPSC_Experimental.Deserialize (System.String key, System.String value)
ShaderForge.SF_PassSettings.Deserialize (System.String key, System.String value)
ShaderForge.SF_PassSettings.Deserialize (System.String s)
ShaderForge.SF_Parser.LoadFromNodeData (System.String data, Single version, System.String& missingNode)
ShaderForge.SF_Parser.ParseNodeDataFromShader (ShaderForge.SF_Editor editor, UnityEngine.Shader s)
ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)
ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)
ShaderForgeMaterialInspector.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/Inspector/InspectorWindow.cs:1093)
UnityEditor.DockArea:OnGUI()
Could you help me to fix the problem? :)
Hi Joachim,

I'm having a similar problem

http://pastebin.com/cc017Pr0
Hi Joachim, any news about it?
I think the problem is similar to the one explained in this post by Jason.

http://shaderforge.userecho.com/topic/390943-shade...
Probably you've already read this document.

Graphics Issues
All Windows Phone 8 devices have GPUs that support feature level 9_3 of Microsoft Direct3D 11.
Here are a few of the issues you might run into if you bring your own shaders:
Semantics are required on all variables passed between shader stages.
The example below will create an error:
struct vertOut {
float4 pos:SV_POSITION;
float4 scrPos; //ERROR! no semantic
};
The fix is easy:
struct vertOut {
float4 pos:SV_POSITION;
float4 scrPos: TEXCOORD0; // <-- FIX! add semantic.
};
The convention is to use TEXCOORD[n] for a general purpose semantic, so that is a good choice if
none has been assigned.
Fog is not implemented.
You may need to implement it manually. Unity has shared a sample shader for fog at
http://files.unity3d.com/tomas/Metro/Examples/MyCu...
There is also a sample Unity package within the Sample Unity Project code base here
/UnityPorting/blob/master/Resources/ShaderIssueExamples.unitypackage that reproes a few of the
issues you might run into in Windows and Phone. In the package, you will find:
 MissingSemanticShader.shader demonstrates the missing semantics issue. You may need to
build and run from VisualStudio to see this issue. The shader code is commented to
demonstrate the fix.
 MyCustomFogLinear.shader and MyCustomFogExp2.shader demonstrate two
implementations of fog in shader code. They are hardcoded to Linear and Exp2 fog
respectively.