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Before plugging it into emission, multiply it by your diffuse. That way you should get proper emission / indirect light from the real-time GI
Well, that's basically a UV node + a remap node, no? :)
http://www.acegikmo.com/shaderforge/nodes/?search=Remap
Ambient light is a bit more advanced in Unity 5, the ambient light node might have to be removed. I'll have to think about this some more

Not at the moment, but maybe in the future!
5.0.0b21 isn't supported - you need to run at least 5.0.0f4
This is a known issue without any known solution at the moment. The problem is that these nodes are something you calculate *after* the position of the vertex has been set, so the data isn't available for setting the vertex position.
The solution is to make it calculate it twice, once before and once afterwards, but this is something the system really isn't built for at the moment
As of 1.0, an object scale node was added, allowing you to make things like this :)
It's now supported in the upcoming version 1.10 :)