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Found a bug in the matrix multiply node. Create this shader graph:

Close it, then reopen it. The A input of the multiply matrix node gets disconnected and there's an 'invalid input' error in the console.
See this example here: https://gist.github.com/Farfarer/158b23f694c2c995f93e
It uses this...
Shader.SetGlobalMatrix ("_Camera2World", this.camera.cameraToWorldMatrix );

in a script on the camera. The shader then uses this to adjust positions to compensate for whatever hack Shurkien is doing to the particle positions which messes up their lighting inputs. I've been trying to recreate this approach in Shader Forge as I don't want additive or cutout particles, which is all that this example provides.
Thanks for the reply. I've been trying to create a lit particles shader in Shader Forge that will work with Unity's shuriken particle system, but the lack of SetGlobalMatrix is preventing progress.
Any plans to include SetGlobalMatrix in this feature?
Matrix multiplication is required for shaders which make use of Shader.SetGlobalMatrix - in particular, this is needed to light particles correctly so it would be great to have this in ShaderForge.
This script and shader requires Shader.SetGlobalMatrix on the camera - however ShaderForge doesn't currently support Matrices as an input type. Can you please add a matrix input type, and matrix multiplication so that Shader.SetGlobalMatrix can be used with ShaderForge.

It would be really great to have a ShaderForge solution to particle lighting.
I would really like an option to reverse this setting. I use middle click to pan (as that's the default in many 3D applications, and ALT-middle click in Unity) and would prefer left click to select.