0
Fixed
msperling 4 years ago • updated by Joachim Holmér (Developer) 4 years ago 3
Hi, I 've just encountered a problem with a shader that used to work fine until I removed a lerp node that was used to blend between two normal values.

Now I am unable to reconnect the normal output from anywhere of my shader to the Normal Input of the Main node.

I 've sent you the shader via email to your address provided in the readme.

Answer

Answer
Fixed
This has now been fixed in the coming Beta 0.20 :)
Now that I closed Unity Editor and reopened it I get an error message when trying to reload the shader in SF.

Incompatible types: Type A: VTv3 Type B: VTv1
UnityEngine.Debug:LogError(Object)
ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod)
ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod)
ShaderForge.SF_NodeConnector:TryMakeConnection()
ShaderForge.SF_NodeConnector:CheckConnection(SF_Editor)
ShaderForge.SF_Node:DrawConnections()
ShaderForge.SF_Editor:OnGUI()
UnityEditor.DockArea:OnGUI()


I am on the free version of Unity. The material inside the scene view gets displayed in black/unlit.
Same in SF preview.

I am still unable to connect the normal vector to the Normal input of the Main node. I'll recreate the shader and see if that issue can be reproduced.
I found the issue! The multi-add node has some broken logic causing it to output a pending type instead of a vector3. Thanks for the report :)
Ah ok. So in the meantime I'll fall back to using multiple add nodes as a workaround.
Answer
Fixed
This has now been fixed in the coming Beta 0.20 :)