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