+1
Fixed

Reopening a shader causes Append to not output the right format

thrikr33n 11 years ago updated by Freya Holmér (Developer) 11 years ago 8

While modifying that trilinear shader you showed me to support scaling on each axis as well as specular and normal maps, seems closing and reopening the shader and trying to hook the UV coord after the Append causes this error to be spit out:


Type A: VTv2 Type B: VTvPending

UnityEngine.Debug:Log(Object)

ShaderForge.SF_NodeConnection:LinkTo(SF_NodeConnection, LinkingMethod)

ShaderForge.SF_NodeConnection:LinkTo(SF_NodeConnection, LinkingMethod)

ShaderForge.SF_NodeConnection:TryMakeConnection()

ShaderForge.SF_NodeConnection:CheckConnection(SF_Editor)

ShaderForge.SF_Node:DrawConnections()

ShaderForge.SF_Editor:OnGUI()

UnityEditor.DockArea:OnGUI()


Attempt to connect invalid types

UnityEngine.Debug:LogError(Object)

ShaderForge.SF_NodeConnection:ThrowLinkError()

ShaderForge.SF_NodeConnection:LinkTo(SF_NodeConnection, LinkingMethod)

ShaderForge.SF_NodeConnection:LinkTo(SF_NodeConnection, LinkingMethod)

ShaderForge.SF_NodeConnection:TryMakeConnection()

ShaderForge.SF_NodeConnection:CheckConnection(SF_Editor)

ShaderForge.SF_Node:DrawConnections()

ShaderForge.SF_Editor:OnGUI()

UnityEditor.DockArea:OnGUI()


Deleting the Append and remaking the node fixes it.

Answer

Answer
Fixed

This is now fixed in Alpha 0.12 :)

Could you post the shader here?

Admin Edit: Replaced the shader code with a pastebin link

http://pastebin.com/1zhbzJyJ

Were you using 0.11 or 0.11b?

0.11, will try again with 0.11b!

Seems to have fixed it!

Ah nope, seems it doesn't require me to delete and remake the node, but I still have to rehook the Append up to the 2 inputs before it recognizes that it's spitting out a Vector2 for the UV inputs.

Which one of all the append nodes break?

(Everything seems fine on my end)

Answer
Fixed

This is now fixed in Alpha 0.12 :)