Your comments
You might be able to set it up using multiple shaders, but it's something that requires a multi-pass shader, which is currently not supported at all, I'm afraid
10 years ago
Not that I know of, haven't looked into it yet
Good question! I'd like to know this as well
Not at the moment no, but maybe in the future!
The Unity beta is changing all the time right now, so the proper Unity 5 support will have to wait a bit. There are plenty of issues like this in the meantime, I'm afraid
Might have included too many line breaks in there, try removing them
Replace the SF_DATA lines with this, and it might work:
/*SF_DATA;ver:1.04;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:True,rprd:False,enco:False,frtr:True,vitr:True,dbil:True,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;
n:type:ShaderForge.SFN_Final,id:5453,x:32829,y:32702,varname:node_5453,prsc:2|diff-6419-RGB,spec-9615-OUT,gloss-6792-OUT,normal-3107-RGB,amspl-7347-OUT;
n:type:ShaderForge.SFN_Tex2d,id:6419,x:31849,y:32445,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_6419,prsc:2,tex:e6704f29740c84647b8dd17cd40bb4bb,ntxv:0,isnm:False;
n:type:ShaderForge.SFN_Tex2d,id:3107,x:32424,y:32933,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_3107,prsc:2,tex:6af146ab2f1d1eb47b028c88a7e47214,ntxv:3,isnm:True;
n:type:ShaderForge.SFN_Fresnel,id:7347,x:32412,y:33135,varname:node_7347,prsc:2|EXP-4566-OUT;
n:type:ShaderForge.SFN_ValueProperty,id:6792,x:32436,y:32841,ptovrint:False,ptlb:Glossiness,ptin:_Glossiness,varname:node_6792,prsc:2,glob:False,v1:0.5;
n:type:ShaderForge.SFN_Multiply,id:6757,x:32140,y:32563,varname:node_6757,prsc:2|A-6419-RGB,B-6419-A;
n:type:ShaderForge.SFN_Add,id:9615,x:32436,y:32692,varname:node_9615,prsc:2|A-6757-OUT,B-6757-OUT;
n:type:ShaderForge.SFN_Vector1,id:4566,x:32079,y:33191,varname:node_4566,prsc:2,v1:4;proporder:6792-6419-3107;pass:END;sub:END;*/
/*SF_DATA;ver:1.04;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:True,rprd:False,enco:False,frtr:True,vitr:True,dbil:True,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;
n:type:ShaderForge.SFN_Final,id:5453,x:32829,y:32702,varname:node_5453,prsc:2|diff-6419-RGB,spec-9615-OUT,gloss-6792-OUT,normal-3107-RGB,amspl-7347-OUT;
n:type:ShaderForge.SFN_Tex2d,id:6419,x:31849,y:32445,ptovrint:False,ptlb:Diffuse,ptin:_Diffuse,varname:node_6419,prsc:2,tex:e6704f29740c84647b8dd17cd40bb4bb,ntxv:0,isnm:False;
n:type:ShaderForge.SFN_Tex2d,id:3107,x:32424,y:32933,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_3107,prsc:2,tex:6af146ab2f1d1eb47b028c88a7e47214,ntxv:3,isnm:True;
n:type:ShaderForge.SFN_Fresnel,id:7347,x:32412,y:33135,varname:node_7347,prsc:2|EXP-4566-OUT;
n:type:ShaderForge.SFN_ValueProperty,id:6792,x:32436,y:32841,ptovrint:False,ptlb:Glossiness,ptin:_Glossiness,varname:node_6792,prsc:2,glob:False,v1:0.5;
n:type:ShaderForge.SFN_Multiply,id:6757,x:32140,y:32563,varname:node_6757,prsc:2|A-6419-RGB,B-6419-A;
n:type:ShaderForge.SFN_Add,id:9615,x:32436,y:32692,varname:node_9615,prsc:2|A-6757-OUT,B-6757-OUT;
n:type:ShaderForge.SFN_Vector1,id:4566,x:32079,y:33191,varname:node_4566,prsc:2,v1:4;proporder:6792-6419-3107;pass:END;sub:END;*/
It's going to be after GDC at the very earliest, so I'm guessing late March?
Not really, it's not prioritized at the moment
I'll look into this eventually, but right now I'm swamped in other work until after GDC I'm afraid :(
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