Your comments
Although one tricky part here is that the current blend modes only control the base pass, and adding specific control over the lighting pass might be stretching it a bit too much, and make people want even more control over those passes in particular
Not at the moment, but it is something I've considered adding, because it's pretty neat!
Haven't been able to look into it yet. The next update will target 5.6 though, so it won't work on 5.5 I'm afraid
Ah, this is because depth is always defined after normals, for some reason. In the meantime, you can probably do worldPos-cameraPos as a substitute for depth, for now. I'll see if I can get this fixed in the next version
I'll get this fixed in the next update!
Sounds strange that an additional light would fix it! What version of Unity are you on, and which version of Shader Forge?
SF has always used the most expensive / good looking PBR regardless of platform, so it might be that Unity's PBR is now more expensive compared to before. You could try removing some features that you don't need, if there are any. Such as unchecking ambient light/probe support, shadows, reflection probes, or similar.
In any case, SF should support the cheaper PBR models too at some point
I'll see if I can prioritize this for the next update. However, 5.6 changes are of higher priority! So it might take a bit
Strange, I'll look into it in the next update
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Multiplying values by another value can overblow colors so that they overshoot 1.0. So if you have the color red {1,0,0}, and multipy it by 3, the HDR output will be {3,0,0}, which means the bloom will work with that, if the threshold is set to 1. If you can't do HDR, you can set the threshold a bit lower