Originally Posted by ThreeCubes
well its been a while since i used strumpy, i just began writing from scratch (or cutting and pasting bits from other shaders). but when i did use it i think the same thing happerned to me. i would have to drag in all the textures and normal maps again. it always seemed a bit hit and miss with strumpy and i thing there has been a few issues with unity 4. Have you posted the question on the unity forums?
"on the unity forums" am I alone in forever having issues dealing with posting things on their forums? maybe karmically I just have some bad juju with all things unity related. I need to align my shakras. Something.
Anyway I asked a few other places and it was explained to me that the SSE (strumpy) shaders should be considered akin to a master shader in unreal - instead of making specific per-object shaders, you are keeping memory down by making as few complex shaders as possible and then just plugging them into individual objects and connecting the relevant textures at that phase. It still scares me what that workflow could be like when things start getting complex (with node-based editors they usually will, quickly) but if there is a logical reason for that, and knowing how testy an engine like unity can be across all the platforms it must deploy, I can find such an argument acceptable.
Still, if anyone can tell me otherwise, don't be shy
It just seems odd that I've not heard it whined about elsewhere, if this is truly the case.