Your comments

Interesting! (I'm researching why SF doesn't do this at the moment)
Tricky. Are you able to get this to work with Unity's built-in shaders?
The preview should adapt to smaller meshes. 


Temporary fix:
It seems all meshes might have imported with a scale of 0.01, so the preview mesh was simply too small to be seen.

1. Search for sf_meshes in the project browser. (ShaderForge/Editor/Resources/Meshes/sf_meshes.fbx)
2. Select it and set its import scale to 1 instead of 0.01
It should work on small assets, but it seems like my algorithm for it didn't work. I'll have another look at it yea
Would be useful yeah! Not sure if it will make it into SF during the beta, but afterwards possibly :)
Ah, that's probably just because it hadn't evaluated its output type yet. Texture2D expects a two-component input. If you give it a pending input, it will reject it. This should perhaps change, I'll have a look at this behaviour at some point :)
Yeah, the remap does exactly what ConstantBiasScale does, except that you type in the start/end for both the initial and the output range, which should be a bit more intuitive. Internally, the Remap Range node does the math and converts the number to a multiply and an add :)

How did your setup that didn't work look though?
This is actually a part of a bigger problem! It looks like turning on lightmapping will break your shaders if you're using transmission or light wrapping, which this shader does. I also noticed that the light probe data will be used even when lightmapped, so this turned into several issues in one.
(I also moved this from helpdesk to the main forum, marked as a bug)