Your comments

Still throwing an exception on v1.19 and Unity 5.20f3
//BreakTheShaderForgeInspector
//Copyright (c) 2015, Wish Studios ltd.  All rights reserved.

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;


public class BreakTheShaderForgeInspector : EditorWindow 
{
    [MenuItem( "Window/Break the Shader Forge Inspector" )]
    static void Init()
    {
        BreakTheShaderForgeInspector window = (BreakTheShaderForgeInspector)EditorWindow.GetWindow( typeof( BreakTheShaderForgeInspector ) );
        window.minSize = new Vector2( 400, 300 );
    }


    Shader pickABuiltInShader = null;


    void ShowDialog()
    {
        GUILayout.Label( "Annoy the Shader Forge Inspector" );
        GUILayout.Label( "Pick a built-in shader (one without an icon, e.g. 'Standard')" );
        GUILayout.Label( "below using the pop-up and check the errors" );
        pickABuiltInShader = EditorGUILayout.ObjectField( "Shader", pickABuiltInShader, typeof( Shader ), true ) as Shader;
        GUILayout.Label( "" ); // Spacer
    }


    void OnGUI()
    {
        ShowDialog();
    }
}

Hi, I've just been previewing this (v1.19) in 5.2 and it looks like it works, but it's missing the drop down box to configure the platform target selection, which is the bit we wanted :-)

AFAICT the "E:\Wish\Perforce\X\Main\Game\Unity5-PS4\Resources\unity_builtin_extra" does not exist when in the Editor, it is only created when the project is built. I think the Unity editor secretly patches though to the master copy in $Unity/Editor/Data for it's usual operations. If I had to guess, I'd say you can't load the built-in shaders code with the same method used for normal project shaders?
Yes v1.17. Cannot upgrade yet due to the other problem; can't go to Unity 5.2 for a week or two.
Think this is a different issue, because the other problem was on v1.18 not v1.17

Currently no. :-(

Maybe next week, or the week after.
You're not using icons that aren't in Unity 5.0 are you?
No happens to all shaders anywhere in the project. Nothing has changed here except the Shader Forge version, from 1.7 to 1.8. :-(
ArgumentException: Illegal characters in path.
System.IO.Path.GetFileName (System.String path) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/Path.cs:273)
UnityEditor.EditorGUIUtility.LoadIconForSkin (System.String name, Int32 skinIndex) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/artifacts/generated/common/editor/EditorGUIUtility.gen.cs:180)
UnityEditor.EditorGUIUtility.TextContent (System.String name) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/artifacts/generated/common/editor/EditorGUIUtility.gen.cs:82)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.ShaderForgeInspector.InitStyles ()
UnityEditor.ShaderForgeInspector.DrawUnitysInspector ()
UnityEditor.ShaderForgeInspector.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at E:/Wish/Perforce/CrossProject/USrc/X/2_Mods/Editor/Mono/Inspector/InspectorWindow.cs:1150)
UnityEditor.DockArea:OnGUI()


I've just upgraded to v1.18.

This feature doesn't seem to work.

Am I missing a step?

(FWIW We're still running Unity 5.0.2 at the moment due to breakages in 5.1 and 5.2. )
Okay thanks. I totally missed that, think I expected it to be called something else :-)