I've found that using the Fresnel node in a shader that also uses a Texture2D input creates an error that there are too many texture interpolators used for the forwardbase pass. The Fresnel seems to work without a 2D texture node in the graph, and vice versa; it's only when they are used together that I am seeing the errors.
Am I doing something wrong when constructing the shader or is this a bug?
Ben wrote:I've found that using the Fresnel node in a shader that also uses a Texture2D input creates an error that there are too many texture interpolators used for the forwardbase pass. The Fresnel seems to work without a 2D texture node in the graph, and vice versa; it's only when they are used together that I am seeing the errors.
Am I doing something wrong when constructing the shader or is this a bug?
Thanks a lot,
Ben
Hello Ben,
Please update your ASE version and let us know if the problem persists. We would be happy to help if that's the case.
Amplify Products - Download (use the Unity Asset Store invoice)
I've installed the new version of Amplify Shader, but I'm still getting the same problem with the Fresnel.
Hello Ben,
I just got some feedback from the ASE developer. Fresnel by itself creates too many interpolators, it's actually a Unity issue. You can bypass the problem by connecting a Vertex Normal World node to the Normal input of the Fresnel node, or simply by changing the shader model to 4.0.
Be sure to let us know if the problem persists, we would be happy to help.