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These are several separate issues in one!
1. Refraction is flipped because you're rendering in OpenGL, in which I haven't fixed the screen coordinates being flipped.

2. You don't have hardware (DX11 GPU), nor software (Windows) to support DirectX11.

3. The knot doesn't animate in-editor nor in-game, just in Shader Forge, which is a known issue: http://shaderforge.userecho.com/topic/249187-shaders-using-the-time-node-doesnt-animate-in-game/

4. The refraction was black at first because you're running Unity free, which doesn't support refraction. However, SF overrides this when you launch it for the first time.

Hi!

Thanks for the feedback :)

If you select the torus knot, and press "Open in Shader Forge" in the inspector - does it animate?
Are you running Unity free or Pro?

I'm not sure if that GPU has DX11 support, and you need to be running Windows as well for the DX11 effects.

Ah, right, that's a known issue, and a planned feature :)

What's not working? What happens when you use it? How are you using it?

Are you using 0.11 or 0.11b? 0.11 had a bug with UV coordinates specifically