cool, deferred is great for many many lights. Its just terrain and directional lights don't show using it atm.
Also the shaders that are applied in deferred are not the same as the ones in the forward renderer.
In the material file, each material has 3 materials.
e.g.
"material mymaterial" - this is the basic material. A simple fixed function per vertex lit with no normals, specs etc...
"material mymaterial_adv" - This is the advanced shader and Uber shader(IBL) and is based on the forward renderer. Basic is used if this material does not exist.
"material mymaterial_deferred" - this is the the deferred material that is swapped to when deferred is activated. Basic is used if this does not exist.
Deferred still has much work to do and is untested to the same level as forward, aswell as having the materials upgraded. Perhaps when editing your shaders, the wrong one is being worked on? or is the advanced material being applied after a refresh?
This material error will show when editing shaders, if there is a compile error in the cg, hlsl or glsl script files.
This can be caused by syntax, typos, unused variables or running out of instructions.
You have to fix your script and the material will show again, it doesn't need the mesh re-imported or saved again, just fix the script
Use the "Skyline.log" and search for your script name. It should show a compile error; with the line and a reason why its broken.
The list is long, but 1 shader is grouped together for errors.
Edit: I am also wondering if deferred shaders can even be edited manually, as a lot of the system is setup in code. Like i said before, the deferred shading is untested and is planned in for reworking to give the end user the power of the system
