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Shader cannot be opened anymore in SF!

Gekigengar 6 years ago updated 6 years ago 1

Greetings, I am previously posted this on private, but its getting no replies or views after a week.

I have encountered an error trying to open up a shader created with SF.

I did not change the shader manually.

I just did the usual work routine of editing the shader using SF,

The shader still works, but I could not open it at all using SF.

It stopped working without anything out of the ordinary.

There are 2 errors on my console.

Attempt to find input node of connector A of Lerp
UnityEngine.Debug:LogWarning(Object)
ShaderForge.SF_Node:GetInputData(String)
ShaderForge.SFN_Lerp:IsUniformOutput()
ShaderForge.SFN_If:IsUniformOutput()
ShaderForge.SF_NodePreview:Combine()
ShaderForge.SF_Node:RefreshValue(Int32, Int32)
ShaderForge.SF_Node_Arithmetic:RefreshValue()
ShaderForge.SF_Node:OnUpdateNode(NodeUpdateType, Boolean)
ShaderForge.SF_NodeConnector:SetValueType(ValueType)
ShaderForge.SFNCG_Arithmetic:SetOutputValueType(ValueType)
ShaderForge.SFNCG_Arithmetic:Refresh()
ShaderForge.SF_NodeConnector:LinkTo(SF_NodeConnector, LinkingMethod, Boolean)
ShaderForge.SF_Link:Establish(SF_Editor, LinkingMethod)
ShaderForge.SF_Parser:LoadFromNodeData(String, Single, String&)
ShaderForge.SF_Parser:ParseNodeDataFromShader(SF_Editor, Shader)
ShaderForge.SF_Editor:InitializeInstance(Shader)
ShaderForge.SF_Editor:Init(Shader)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
NullReferenceException: Object reference not set to an instance of an object
ShaderForge.SF_Node.GetInputData (System.String id)
ShaderForge.SFN_Lerp.IsUniformOutput ()
ShaderForge.SFN_If.IsUniformOutput ()
ShaderForge.SF_NodePreview.Combine ()
ShaderForge.SF_Node.RefreshValue (Int32 ia, Int32 ib)
ShaderForge.SF_Node_Arithmetic.RefreshValue ()
ShaderForge.SF_Node.OnUpdateNode (NodeUpdateType updType, Boolean cascade)
ShaderForge.SF_NodeConnector.SetValueType (ValueType vt)
ShaderForge.SFNCG_Arithmetic.SetOutputValueType (ValueType vt)
ShaderForge.SFNCG_Arithmetic.Refresh ()
ShaderForge.SF_NodeConnector.LinkTo (ShaderForge.SF_NodeConnector other, LinkingMethod linkMethod, Boolean registerUndo)
ShaderForge.SF_Link.Establish (ShaderForge.SF_Editor editor, LinkingMethod linkMethod)
ShaderForge.SF_Parser.LoadFromNodeData (System.String data, Single version, System.String& missingNode)
ShaderForge.SF_Parser.ParseNodeDataFromShader (ShaderForge.SF_Editor editor, UnityEngine.Shader s)
ShaderForge.SF_Editor.InitializeInstance (UnityEngine.Shader initShader)
ShaderForge.SF_Editor.Init (UnityEngine.Shader initShader)
UnityEditor.ShaderForgeInspector.OnInspectorGUI () (at Assets/ShaderForge/Editor/InternalResources/Inspectors/ShaderForgeInspector.cs:172)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1245)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Please help, I need to work on it as soon as possible!

Shader Code :

// Shader created with Shader Forge v1.38 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Project Monster/PMWater" {
    Properties {
        _Color ("Color", Color) = (0.1176471,0.5618663,1,1)
        _FresnelColor ("Fresnel Color", Color) = (0.1102941,1,0.742292,1)
        _WaveNormal ("Wave Normal", 2D) = "bump" {}
        _ReflectionTex ("ReflectionTex", 2D) = "white" {}
        [MaterialToggle] _Reflect ("Reflect", Float ) = 0
        _FresnelStrength ("Fresnel Strength", Range(0, 1)) = 0.45
        _Gloss ("Gloss", Range(0, 1)) = 0.3
        _WaveHeight ("Wave Height", Range(0, 1)) = 0.3
        _DepthBlend ("Depth Blend", Range(0, 1)) = 0.25
        _RGBOffset1 ("RGB Offset 1", Vector) = (0,0.5,0.5,0.001)
        _RGBOffset2 ("RGB Offset 2", Vector) = (18,25,22,0)
        _WaveFrequency ("Wave Frequency", Range(0, 1)) = 1
        _Density ("Density", Range(0, 1)) = 0.15
        _FadeValue ("Fade Value", Range(1, 5)) = 1
        _ShoreColor ("Shore Color", Color) = (1,1,1,1)
        _ShoreWidth ("Shore Width", Range(0, 1)) = 0.5
        _ShoreOpacity ("Shore Opacity", Range(0, 1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        GrabPass{ }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _GrabTexture;
            uniform sampler2D _CameraDepthTexture;
            uniform float _DepthBlend;
            uniform float _WaveHeight;
            uniform float4 _Color;
            uniform float _Gloss;
            uniform float _Density;
            uniform float4 _RGBOffset1;
            uniform float4 _RGBOffset2;
            uniform float _FadeValue;
            uniform float4 _ShoreColor;
            uniform float _ShoreOpacity;
            uniform float _ShoreWidth;
            uniform sampler2D _WaveNormal; uniform float4 _WaveNormal_ST;
            uniform sampler2D _ReflectionTex; uniform float4 _ReflectionTex_ST;
            uniform fixed _Reflect;
            uniform float _WaveFrequency;
            uniform float _FresnelStrength;
            uniform float4 _FresnelColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                float4 projPos : TEXCOORD5;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
                float3 objScale = 1.0/recipObjScale;
                float node_5330 = 473.5854;
                float4 node_8240 = _Time;
                float __slowTime = node_8240.r;
                float node_7692 = 473.5854;
                float4 node_5845 = _Time;
                float2 node_688 = (((float2(0.1,0)*node_5845.g)+o.uv0)*2.66);
                float2 node_9160 = floor(node_688).rg;
                float node_8221 = (node_9160.r+(node_9160.g*57.0)); // n
                float2 node_3817 = frac(node_688);
                float2 node_5563 = (node_3817*node_3817*(3.0-(node_3817*2.0))).rg;
                float2 node_6567 = (((float2(0.1,0.1)*__slowTime)+(o.uv0*(lerp(lerp(frac((node_7692*sin(node_8221))),frac((node_7692*sin((node_8221+1.0)))),node_5563.r),lerp(frac((node_7692*sin((node_8221+57.0)))),frac((node_7692*sin((node_8221+58.0)))),node_5563.r),node_5563.g)*1.0)))*3.0);
                float2 node_9519 = floor(node_6567).rg;
                float node_5009 = (node_9519.r+(node_9519.g*57.0)); // n
                float2 node_562 = frac(node_6567);
                float2 node_563 = (node_562*node_562*(3.0-(node_562*2.0))).rg;
                float __noiseTexture = (lerp(lerp(frac((node_5330*sin(node_5009))),frac((node_5330*sin((node_5009+1.0)))),node_563.r),lerp(frac((node_5330*sin((node_5009+57.0)))),frac((node_5330*sin((node_5009+58.0)))),node_563.r),node_563.g)*1.0);
                float node_8026 = (_WaveFrequency*3.0+1.0);
                float node_411 = __slowTime;
                float node_9315 = (node_8026*6.28318530718*node_411);
                float node_2410 = sin(node_9315);
                float __wave = node_2410;
                float node_8303 = (-1.0);
                float node_7011 = 0.0;
                v.vertex.xyz += (v.normal*__noiseTexture*(node_7011 + ( (__wave - node_8303) * ((_WaveHeight*50.0) - node_7011) ) / (1.0 - node_8303)));
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                o.projPos = ComputeScreenPos (o.pos);
                COMPUTE_EYEDEPTH(o.projPos.z);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
                float3 recipObjScale = float3( length(unity_WorldToObject[0].xyz), length(unity_WorldToObject[1].xyz), length(unity_WorldToObject[2].xyz) );
                float3 objScale = 1.0/recipObjScale;
                i.normalDir = normalize(i.normalDir);
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float4 node_8240 = _Time;
                float __slowTime = node_8240.r;
                float node_6113 = __slowTime;
                float __scaledTex = (objScale.r*0.1);
                float node_3036 = __scaledTex;
                float2 node_8142 = ((i.uv0*node_3036*0.2)+node_6113*float2(0.05,0.15));
                float3 node_349 = UnpackNormal(tex2D(_WaveNormal,TRANSFORM_TEX(node_8142, _WaveNormal)));
                float2 node_5499 = ((i.uv0*node_3036)+node_6113*float2(0.1,0.1));
                float3 node_2377 = UnpackNormal(tex2D(_WaveNormal,TRANSFORM_TEX(node_5499, _WaveNormal)));
                float node_5330 = 473.5854;
                float node_7692 = 473.5854;
                float4 node_5845 = _Time;
                float2 node_688 = (((float2(0.1,0)*node_5845.g)+i.uv0)*2.66);
                float2 node_9160 = floor(node_688).rg;
                float node_8221 = (node_9160.r+(node_9160.g*57.0)); // n
                float2 node_3817 = frac(node_688);
                float2 node_5563 = (node_3817*node_3817*(3.0-(node_3817*2.0))).rg;
                float2 node_6567 = (((float2(0.1,0.1)*__slowTime)+(i.uv0*(lerp(lerp(frac((node_7692*sin(node_8221))),frac((node_7692*sin((node_8221+1.0)))),node_5563.r),lerp(frac((node_7692*sin((node_8221+57.0)))),frac((node_7692*sin((node_8221+58.0)))),node_5563.r),node_5563.g)*1.0)))*3.0);
                float2 node_9519 = floor(node_6567).rg;
                float node_5009 = (node_9519.r+(node_9519.g*57.0)); // n
                float2 node_562 = frac(node_6567);
                float2 node_563 = (node_562*node_562*(3.0-(node_562*2.0))).rg;
                float __noiseTexture = (lerp(lerp(frac((node_5330*sin(node_5009))),frac((node_5330*sin((node_5009+1.0)))),node_563.r),lerp(frac((node_5330*sin((node_5009+57.0)))),frac((node_5330*sin((node_5009+58.0)))),node_563.r),node_563.g)*1.0);
                float3 normalLocal = lerp(lerp(node_349.rgb,node_2377.rgb,0.5),float3(0,0,1),((1.0 - __noiseTexture)*-0.7+1.1));
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
                float partZ = max(0,i.projPos.z - _ProjectionParams.g);
                float2 sceneUVs = (i.projPos.xy / i.projPos.w);
                float4 sceneColor = tex2D(_GrabTexture, sceneUVs);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = 1;
                float node_2245_if_leA = step(lerp( 0.0, 1.0, _Reflect ),0.0);
                float node_2245_if_leB = step(0.0,lerp( 0.0, 1.0, _Reflect ));
                float node_6462 = pow(1.0-max(0,dot(i.normalDir, viewDirection)),(_FresnelStrength*4.0+0.0));
                float3 node_1876 = lerp((_Color.rgb*0.95*_FresnelColor.rgb),(_Color.rgb*1.3),node_6462);
                float4 _ReflectionTex_var = tex2D(_ReflectionTex,TRANSFORM_TEX(sceneUVs.rg, _ReflectionTex));
                float node_4911 = 0.7;
                float3 __diffuseTex = lerp((node_2245_if_leA*node_1876)+(node_2245_if_leB*lerp(_ReflectionTex_var.rgb,node_1876,node_4911)),node_1876,node_2245_if_leA*node_2245_if_leB);
                float node_7087 = max(0,dot(lightDirection,normalDirection)); // Lambert
                float __depthScene = ((_Density*0.8+0.1)*(max(0, LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sceneUVs)) - _ProjectionParams.g)-partZ));
                float3 node_6395 = (_RGBOffset1.rgb+_RGBOffset1.a);
                float node_5456 = 1.0;
                float __depthBlend = (1.0 - saturate((sceneZ-partZ)/(_DepthBlend*100.0)));
                float node_8026 = (_WaveFrequency*3.0+1.0);
                float node_411 = __slowTime;
                float node_9315 = (node_8026*6.28318530718*node_411);
                float node_2410 = sin(node_9315);
                float __wave = node_2410;
                float node_6682 = (-1.0);
                float node_3121 = 0.0;
                float3 finalColor = lerp(_ShoreColor.rgb,lerp((((__diffuseTex*node_7087)+(node_7087*pow(max(0,dot(normalDirection,halfDirection)),exp2(lerp(1,11,(1.0 - _Gloss))))))*_LightColor0.rgb*attenuation),(sceneColor.rgb*pow(saturate((node_5456 + ( (__depthScene - node_6395) * (0.0 - node_5456) ) / ((_RGBOffset2.rgb+_RGBOffset2.a) - node_6395))),_FadeValue)),__depthBlend),clamp((__depthScene*(_ShoreWidth*-3.85+4.0)),(1.0 - (node_3121 + ( (__wave - node_6682) * (_ShoreOpacity - node_3121) ) / (1.0 - node_6682))),1.0));
                return fixed4(finalColor,1);
            }
            ENDCG
        }
    }
    CustomEditor "ShaderForgeMaterialInspector"
}

Thank you for your attention!