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Exception when putting TextureArray in a Shader Function

PostPosted: Thu Jul 19, 2018 4:05 pm
by jhughes2112
Hey guys,

Love the product. I'm running into a problem in Unity with v1.5.4_dev01 whenever I make a TextureArray node inside a Shader Function. It's in TextureArrayNode.cs line 755:

if( m_containerGraph.CurrentMasterNode.CurrentDataCollector.IsTemplate && m_containerGraph.CurrentMasterNode.CurrentDataCollector.TemplateDataCollectorInstance.CurrentSRPType == TemplateSRPType.Lightweight )


It appears to assume there's a CurrentMasterNode whenever a TextureArray node is generating shader content, but inside a shader function, I assume there isn't one set there.

JH

Re: Exception when putting TextureArray in a Shader Function

PostPosted: Thu Jul 19, 2018 4:31 pm
by Amplify_Borba
Hello, thank you for getting in touch, we're glad that you're enjoying ASE!

Regarding the reported issue, I've just confirmed it on my side and will pass it along to the developer for further investigation.

We really appreciate that you took the time to report this and will get back in touch as soon as we have any developments, thanks!

Re: Exception when putting TextureArray in a Shader Function

PostPosted: Fri Jul 20, 2018 2:17 pm
by Amplify_Borba
Hello, the reported issue has been fixed in the latest ASE build, which you can download from our website.

Please let us know if you come across any further issues or have any feedback to share, thanks!