Bug report:
I noticed a couple of the shaders have the clamp function in the code inverted. Instead of: clamp(value, 0.0, 1.0) it has clamp(0.0, 1.0, value)
This somehow works fine in "Forward+" and "Mobile", but breaks in "Compatibility". (and is undefined behavior in the glsl spec, the correct syntax is having value first)
I have only imported the fire pack & sky in godot compatibility but both have the problem in some shaders causing them to completely break.
I will swap them all on my side, but thought I would let you know.