Your comments

Nah, it does not work. You also kinda need specular and glossiness for colored metals and the like :/ I'm using realtime shadows until it's hopefully fixed.
Old topic, but do you have any idea of when this bug would be fixed? Are we looking at waiting for after 1.0 for this to get fixed? If so, is there a simple manual fix I could do (I'm not horribly good with code)
Yes, that's what Scene Color does and it's intentional. I think you think that my object is invisible, but I'm talking about the blue "This object is now selected" wireframe Unity creates, which deactivates when I plug a Scene Color into the shader.
Right, here goes. I'm trying to recreate that Vertex Animation shader node by node from scratch here and the waiting times are getting quite long when connecting nodes. I'm talking minutes here on a mobile i7 with 8gigs of ram, plenty of power to crunch stuff. I have no textures added yet and I only have the diffuse texture connected so that the shader can compile. http://i.imgur.com/9AgnQnA.png is where I'm at now and the waiting time is about five minutes per node connected, not looking too hot here so I'm straight up guessing why the shader does not open: it's too "heavy". Quick edit: I'll try to go as far as I can, but should I really be seeing waiting times like those? I made the simple custom lighting shader I posted in Polycount and that had already started showing similar symptoms.