Thank you for your feedback, as I've stated in my previous reply we do plan to improve the UI and UX in order to make it more artist friendly.
Templates can be quite overwhelming for users with little to no coding experience and, unfortunately, we don't have the resources to provide support for coding. In any case, I've set up a simple sample for your convenience, to help better understand how to set up multiple sub shaders, you can find it in attachement:
This is one of our provided templates, the 'Default Unlit', which can be used as a reference for setting up a specific template, or even as a starting point, like any other template that we provide.
On a sidenote, I've noticed that in the shader code that you've shared you didn't use the necessary
shader tags, which are essential for ASE to interpret the templates, allowing it to know where to access the necessary data. The safest bet if you're not comfortable with coding is to use one of the templates that already exists as a base, and build your own effect from there.
If you check the templates that we provide, or the samples provided in the wiki, you can see where they need to be placed. The
wiki manual further elaborates on what each tag is responsible for and, depending on the type of template being created, you might have to place additional tags ( ex. Multipass shaders ) or place them in different places ( ex. Properties tag ). In short, its essential to understand the purpose of each tag and when / how to use it when working with templates, its an expected trade-off between ease-of-use and flexibility.
Regarding the sample I've sent, if you open its code and compare it to the original 'Default Unlit' template, you'll notice that all that has changed is the fact that I've duplicated the Subshader section. After saving the code and opening the shader in ASE, you will see that two Output nodes will be present, one for each Subshader:
Since the original Subshader section is set up properly, with all the necessary tags, what happens after duplicating the section is exactly what I've stated in my previous reply, the template accounts for this additional Subshader pass.
From here you can proceed to edit your shader through the ASE canvas.
Please let me know if this helps, we do apologize for the fact that templates still have ways to go in terms of documentation and UI, and we definitely take all feedback into consideration. ASE was for the most part shaped by the suggestions and requests of its community, and we plan to keep it that way!