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I see! The issue is that the values you're checking the distance with, has different component counts. One has two components (The UVs), the other has only one (R channel of the texture).

However, it should typecase the Vector1 to Vector2, so it is a bug!

For now, make an append node and append R to R, and plug that into the distance instead :)
With custom nodes, you'd essentially pick input types and output type, then in the code editor, you'd do:
return min(x*2, y+0.5);
Which means you can also do for loops, and anything else code related!

(At your own risk, of course) :)
As far as I know, there's no way of doing that in shader code, as I've heard Unity's CG implementation doesn't support the noise() function either.

However, pretty much every shader out there that uses noise would use a noise texture, and sample from that, which should work :)

It might be a good idea to include a noise texture in the example assets though.

Thanks for the request anyhow!
That would be pretty much the same as the custom node, that is planned :)
I'm closing this thread due to being somewhat a duplicate of:
http://shaderforge.userecho.com/topic/366897-abili...

(Let me know if you disagree!)
Thanks! Really appreciate it :)
I would prefer each question having its own thread! But the node you're looking for is Texture Asset :)

http://acegikmo.com/shaderforge/nodes/?search=TextureAsset
This is a known issue on Windows, they only work on OSX at the moment! I'll see if I can get this fixed for 0.18 :)