Your comments
Maybe it is fighting with my plugins? Using voxelbusters Native plugin and Unity Ads.
Also got this:
InvalidOperationException: Operation is not valid due to the current state of the object
InvalidOperationException: Operation is not valid due to the current state of the object
System.Collections.Stack.Peek () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections/Stack.cs:321)
UnityEngine.GUILayoutUtility.EndLayoutGroup ()
UnityEngine.GUILayout.EndHorizontal ()
ShaderForge.SF_Editor.FlexHorizontal (System.Action func)
ShaderForge.SF_Editor.DrawPrimaryMainMenuGUI ()
ShaderForge.SF_Editor.DrawMainMenu ()
ShaderForge.SF_Editor.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Unity crashed. I reinstalled SF again end the error is back
Deleting Library got rid of the Error but now Unity crashes when I compile a shader :/
Edit: Maybe it did not get rid of the eror, I just did not see it because of the Unity crash.
Edit: Maybe it did not get rid of the eror, I just did not see it because of the Unity crash.
I can try to recompile all my shaders
The shader is an Unlit additive one
Yes, and I tried to remove SF, reset layout and import it again.
I have only one monitor and I get the same error when I start Unity. SF 1.21, Unity 5.2.0f3
That also goes for nodes, would be great with backspace support for deleting stuff
Customer support service by UserEcho
For me the step node gets inversed on Galaxy S5 (Adreno 330). The if node seems to be working fine though. SF 1.25, Unity 5.2.3f1.
Edit: It seems like if works fine in fragment but not for vertex offset. I have a shader in Tap to Dive that moves vertices when they are below the water surface (a float value). On the Galaxy S5 I can use the if to get the water surface rendered correctly but I also want to wobble them with vertex offset and the ones above the surface wobble instead. I will look for something that works in both fragment and vertex.