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It's doable. Just need to do a few error-checking things in case you use a mesh, close SF, delete the mesh, and open SF again, in which case SF won't find the mesh it thought it stored. But yeah, possibly :)
I can't think of an easier way other than the method you suggested, unless you do it through a custom hull/geometry shader, which you can't access at the moment in Shader Forge.

Anyhow, this is a question for the forums, not to me really :)
It should work with the latest version. Which version are you using?
No, there's no difference in performance.

Not sure why the button doesn't work though, strange
You're comparing compiled code vs uncompiled code. The compiled code spits out all shader variations of all combinations of settings, for all enabled platforms. So the compiled shader is not just one shader, it's multiple ones for multiple platforms.

The open source button should work. Which version of Unity are you using?
I'm unable to reproduce this - it seems to compile just fine in both cases. Are you sure you sent the right one?
The reason is this:

Opaque objects write to the depth buffer
Transparent objects usually don't
Depth blend (And the scene depth node) both read from the depth buffer.

So if you write to the depth buffer, depth blend won't work. You could make an opaque shader, and uncheck auto-sort in the blending options, and then disable write to depth buffer. You'll still most likely get some issues someplace, but it at least won't be alpha-blended

Let me know if it works/doesn't work :)
The issue is that I don't think I have any way of detecting it. I do have a readme though, where it says so. (Which I think nobody reads, sadly)

Glad it worked out anyhow :)