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I saw that, good job! Saves a few nodes of setup and clutter for doing something fairly common. Love all the new nodes and fixes too; my coworker and I have been going over them and what we plan to do with the stencil buffer all morning, it's like Christmas in August :)
Awesome! Thank you so much! :)
Wow, thanks for the lightning fast feedback! I just want to say that I love Shader Forge by the way, it has made making custom shaders the best part of my day, as I can get amazing results with minimal work, and can focus on the creative bits and fun math rather than trying to setup all the dependencies and figure out why things aren't compiling correctly.
My image didn't show up. The problem, and the code that's generating it.


I managed to solve this by taking the standard dot of the view and the normal * Vector3(0,0,1). It would still be a useful feature to have a common node to detect backfacing.
Thank you very much for this wonderful asset Mr. Holmér, this makes it so easy to create beautiful shaders. This is a problem I've been experiencing too though. I'm making a lit atmosphere shader to add realism to my procedural planets, and it would really reduce rendering costs to use one mesh, with the backfaced polys lit the same way as the front facing ones. I figured it would be simple with normalizing the vertex/pixel offset from the center, but I can't seam to get this working either. A node that outputs 1 if front, and 0 if backfacing would be perfect, or if you could suggest another way to do this.