public override void OnNodeLayout(DrawInfo drawInfo)
{
SetAdditonalTitleText(string.Format(Constants.SubTitleConstFormatStr, m_name));
// RUN LAYOUT CHANGES AFTER TITLES CHANGE
base.OnNodeLayout(drawInfo);
}
I have no idea what the global array is referencing, so it'd be nice to make it work ...
Search found 2 matches
- Thu Jul 19, 2018 7:53 pm
- Forum: Amplify Shader Editor
- Topic: Display for Global Array needs this:
- Replies: 2
- Views: 1528
- Thu Jul 19, 2018 4:05 pm
- Forum: Amplify Shader Editor
- Topic: Exception when putting TextureArray in a Shader Function
- Replies: 2
- Views: 1357
Exception when putting TextureArray in a Shader Function
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 ...
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 ...