Reopening a shader causes Append to not output the right format
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.
Respuesta
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.
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This is now fixed in Alpha 0.12 :)