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@Jyri: It is slow when loading it, and yes, it takes way too long. 5 minutes it quite extreme though, I haven't gotten that extreme waiting times. In 0.16 it should be faster anyhow. Thanks for testing it :)

@Rainer: Currently, SF doesn't make deferred render passes for shaders, which is why deferred looks weird. The DX11 shader should work in forward though. Did you restart Unity after enabling DX11? (And yes, it's a separate issue)
I'm guessing this has to do with parent objects being scaled, or positions not being handled properly in its own scale. Odd issue, I suppose I'm missing a multiplication by a scale factor somewhere! Will look into it :)
Is the cubemap connected to outline width? If not, could you show me the node graph?
Tricky one. There will be an object scale node later, but it's not in yet. How does it look when things go wrong?
That's expected, during beta/alpha I won't care about backwards compatibility :)
Might need to keep 0.16 private too, looks like there are quite a few bugs introduced in this version!

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