+1
Исправлен

Reopening a shader causes Append to not output the right format

thrikr33n 11 лет назад обновлен Freya Holmér (Developer) 11 лет назад 8

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.

Ответ

Ответ
Исправлен

This is now fixed in Alpha 0.12 :)

Admin Edit: Replaced the shader code with a pastebin link

http://pastebin.com/1zhbzJyJ

0.11, will try again with 0.11b!

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.

Which one of all the append nodes break?

Ответ
Исправлен

This is now fixed in Alpha 0.12 :)

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