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Using OSX and Unity Colour Picker (Unity 4.3)

This seems to be working fro me in A0.12

AWESOME , ok reflection can wait until 1.1 :)

I think it would be awesome to have it along with a Physically Based Lighting model but I can see that both of those should probably wait for the tool to be done first - just hurry up! :D

BUT...


When I switch back to my Shadforge layout the ShaderForge tab is not there - seems it's not getting saved.

Whoo hoo! Shader Forge is all growed up 

Hmm, I took out the OpenGL exclude and added #pragma GLSL to both passes and now I get this :)


This is with Unity set to iOS (with and without emulation) and set to Desktop (MacOSX).


Updating Assets/ShaderForge/Example Assets/Shaders/SeamlessMipBlur.shader - GUID: 54c0b60b9782f6048a8efdbc78808a65...

 done. [Time: 2186.453857 ms] 

Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 379: ERROR: 'constructor' : too many arguments  at line 27

(Filename: Refraction Line: 27)

Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 387: ERROR: 'constructor' : too many arguments  at line 106

(Filename: Refraction Line: 106)

Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 391: ERROR: 'constructor' : too many arguments  at line 106

(Filename: Refraction Line: 106)

Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 392: ERROR: 'constructor' : too many arguments  at line 106

(Filename: Refraction Line: 106)

Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 400: ERROR: 'constructor' : too many arguments  at line 106

(Filename: Refraction Line: 106)


Yeah I kind of fiddled with it.. might have another go :) is it very expensive with the grab pass?


Anyway shadows must work first!