Your comments

I'm currently looking into reducing overdraw in my project and was wondering if I could use a reverse-order rendering technique so that my background meshes get rendered last and only pixels that were not filled by my foreground geometry would get processed when rendering my background. I was hoping this would greatly help with my fill rate related challenges.
It appears to me that I'd need to maintain / test against a stencil buffer in my background/foreground shaders (both created by SF).
Therefore I'm hoping this feature gets implemented very soon.
Thank you.
Thanks Joachim, I'll test this tonight.

May I have a few questions about this?
- I'm using a particle emitter emitting "heat" particles. Would you expect that unchecking this option on the "heat" material will speed things up? (aren't all particles from the same emitter the same object - same mesh - anyways? - or "per object" means the background meshes/materials behind/affected by the "heat" particles?)
- If per object / per group is about the affected background meshes/materials: How can I best optimize my scene for this trick to lighten up my rendering?
- Is this optimization effective in forward rendering?
Hah, this worked: "Reset the window layout of Unity"

I did all the rest of the steps earlier.
I guess this was the only thing that was really needed in my case.

Thanks, it saved my shader making ability ;)
Hi Joachim,

It's 5.1.1f1 on both of my computers.

One of the computers is Win7 x32.
The other is Win8 64.
I have the same behavior on both computers.

Based on my BitBucket history, I updated SF and modified one of my shaders on the 18th of June and back then is still worked.

Not sure what could have happened since, but now it doesn't work on any of these computers/setups.

Is there a file in the project somewhere that holds some settings/config I could send you or try to delete to see if it heals the issue?

Thank you.