Exception when putting TextureArray in a Shader Function
Posted: Thu Jul 19, 2018 4:05 pm
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
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