Exception when putting TextureArray in a Shader Function

Node-based Shader Editor
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jhughes2112
Posts: 2
Joined: Thu Jul 19, 2018 4:01 pm

Exception when putting TextureArray in a Shader Function

Post 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
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Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Exception when putting TextureArray in a Shader Function

Post 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!
Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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Amplify_Borba
Posts: 1239
Joined: Mon Jul 24, 2017 9:50 am

Re: Exception when putting TextureArray in a Shader Function

Post 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!
Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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