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Ah I see, its this one


tex2Dlod


Shader error in 'Shader Forge/Seamless MIP Blur': Program 'frag', function "tex2Dlod" not supported in this profile (maybe you want #pragma glsl?) at line 124

Keywords: DIRECTIONAL, SHADOWS_OFF


I added #pragma glsl in the 2nd pass but all I get is a black box now :(


Hmm yeah that seems OK now, I didn't want to do it earlier in case it hid a problem, I was playing in a much larger project that I have that quite often crashes Unity due to out of memory errors. perhaps this was nothing to do with SF after all. It definitely had a line shooting off to the right to something though... which I should not have deleted. If it happens again I won't make any changes..

I reckon that would be totally fine, reality is once you want/have to go multi pass you probably do want that kind of control. Interestingly I can't seem to find a way to pass the results of 1st pass to a 2nd pass in a surface shader (the actual texture pixels) be cool if that were possible.

yup, how do you want it, doesn't look like I can attach it here

Yup confirmed - broke on OSX

At the moment, and this is probably another issue, I was wanting to see if the shader was SM2 or SM3 (I am running out of operations..


Shader error in 'Shader Forge/Meh1': Program 'frag', Arithmetic instruction limit of 64 exceeded; 65 arithmetic instructions needed to compile program at line 26



And I assumed it might be because of SM2? Render Queue, Shadows and LOD I guess are my most important after that. LOD especially

Yup, any chance of giving me my shader back too ? ;)