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That's the material that SF is using in its mesh preview viewport. It should be a hidden/temporary asset so this doesn't happen :)
Unity multiplies all their lighting information by 2, which is not a bug, but an old concept they've been stuck with. I can add a checkbox to enable/disable it if you want, but that would be another request :)
You can read was Aras from Unity says about it here: http://forum.unity3d.com/threads/94711-Why-(atten-*-2)
Edit:
This is now fixed in Alpha 0.14 :)
There's now a checkbox for doubling all incoming light, which will make it match Unity's default shaders!
This is now fixed in Alpha 0.14 :)
There's now a checkbox for doubling all incoming light, which will make it match Unity's default shaders!
Neat! Alpha 0.14 should release later today or tomorrow :)
(I don't like the word "final" though, sounds like it would be the last version )
The node browser has been improved quite a bit since 0.13! In alpha 0.14, it's categorized, has properties colored in green, and uses drag and drop instead of clicking.
I think it's fine as it is in 0.14, but if others want more sorting modes as well, I'll look at implementing it :)
This is related to the time node. Thanks for the .gif anyhow :)
http://shaderforge.userecho.com/topic/249187-shaders-using-the-time-node-doesnt-animate-in-game/
http://shaderforge.userecho.com/topic/277551-panner-only-works-when-you-have-shader-forage-window-open/This is now fixed in alpha 0.14 :)
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