Incorrect number of arguments on Fresnel node
Well...so I can't connect Fresnel multiplied with Color in Emission, and Fresnel in Opacity like in screen:
I enclose also the full console error:
Shader error in 'Shader Forge/NewShader': incorrect number of arguments to numeric-type constructor at line 169 (on d3d11)
Compiling Vertex program with DIRECTIONAL SHADOWS_OFF LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
Answer
I'll have to look into it, not sure what could be wrong
I think I found the error:
1.19 (working):
////// Emissive:
float node_1237 = (1.0-max(0,dot(normalDirection, viewDirection)));
float3 emissive = (_node_1172.rgb*node_1237);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,node_1237);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
1.24 (not working):
////// Emissive:
float4 node_1237 = (1.0-max(0,dot(normalDirection, viewDirection)));
float3 emissive = (_node_1172.rgb*node_1237);
float3 finalColor = emissive;
fixed4 finalRGBA = fixed4(finalColor,node_1237);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
This has now been fixed in 1.25, thanks for the help in spotting the issue!
Thanks. However I think it would be easy to avoid these types of problems, with a set of advanced shaders for recompiling before each new release. What do you think about it? Can be helpful?
I generally do it with all the example shaders at the moment
Then it could be very useful the shader that I created to simulate an approximate liquid in a cruet (maybe you have seen it). Thanks to this I was able to identify this problem :)
https://mega.nz/#!NZknhBSA!GNRwKPC0RQRv80Ovx9kvK6zEZxyA3lkUhntuvKR7fzI
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This has now been fixed in 1.25, thanks for the help in spotting the issue!