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This is a pro feature since it uses depth textures u.u
Thanks Joachim ^^
InvalidCastException: Cannot cast from source type to destination type.
ShaderForge.SFN_Tex2d.RefreshNoTexValueAndNormalUnpack ()
ShaderForge.SFN_Tex2d.OnAssignedTexture ()
ShaderForge.SFN_Tex2d.NeatWindow ()
ShaderForge.SF_Node.DrawWindow ()
ShaderForge.SFN_Tex2d.Draw ()
ShaderForge.SF_EditorNodeView.OnLocalGUI (Rect r)
ShaderForge.SF_Editor.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
For example you can make a simple shader with a texture2D connected to a diffuse, drag and drop to the texture a splatmap from a terrain, and close the shader, you can't open it.
Thanks a lot, i rated 5 stars the asset (: , great support!
Ah, perfect sorry if it was duplicate but i didn't found nothing.
Also for don't open another question, how can i use one texture two times without make another property with the same texture?