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Yeah, we've just moved office, and have a pretty tight schedule with an internal deadline coming up for Budget Cuts :)

I've been super busy with other work as of late, which is why it has taken me quite long to solve this! I apologize for the delay, but I will look into this next week

Make sure you're logged in to the same account you bought the license with. If it still doesn't work, you'll have to ask Unity for help, as the asset store download systems are out of my control

It's likely because it's used in the refraction input in this case. It should work though, so it's a bug

What happens if you change the Screen Pos mode from Tiled to Scene UVs?

Do you have a screenshot on the node tree and the lighting settings?

That's unfortunately not really the way GPUs deal with if statements. Dynamic branching is very expensive in shader code. For example, if you have an if statement, it's very often cheaper to calculate both outcomes, and multiply one with 0 and the other with 1, and adding them together, rather than doing an actual branch. This means it'll run all branches, but the code is still parallelizable

Did you have the Metal checkbox ticked in the shader settings in SF?

Edit: Just read that you did. Seems like it should work by just having OpenGL enabled

I'm afraid not - this would either be expensive (running all blend modes at the same time, and multiply-branch), slow (branching), or something that SF doesn't support (static branching)

The normal blend node only works when both inputs are in tangent space I'm afraid. I've updated the documentation to clarify this!

http://acegikmo.com/shaderforge/nodes/?search=normalblend