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I presume this is in order to make long distance connections, in which case this has been fixed in the upcoming version:
https://shaderforge.userecho.com/topic/258835-cant...

That said, MMB panning should work already, did you try it?
Ah, yeah, I've considered adding a numerical entry on the side of sliders in the inspector. We'll see if it makes it in!
I suspect this has something to do with the positioning of particle shaders vs normal shaders. Not sure why it happens. Does it write to the Z buffer?
This is a known issue in 4.5. It's harmless, but annoying. I'll see what I can do
This has now (finally) been fixed in Beta 0.35!
I don't think I'll implement this. The slider range should be explicitly defined by the author of the shader. Sliders in materials are usually used where you want it to be limited to a specific range. Another thing is that it will break the behaviour / slider position consistency between materials.

However, you could use a lerp node, with a 0 to 1 slider in T, and two exposed Values in A and B to simulate the behaviour.
I'm pretty sure that one is using direct access to a Gbuffer, which you currently can't do in Unity in any straightforward way
This has now been fixed in Beta 0.35 :)
This has now been fixed in Beta 0.35 :)
Not sure when it's ready, might take a while. At least two weeks, I'll be busy most of next week

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