Hi guys!
I've tried this one the Unity forums without much help thus far - I'm getting the fairly common 'too many interpolators' error message when trying to get a relatively simple shader working. I'm using
#pragma target 5.0 as I'm only targeting Dx11 hardware and it should be more than adequate.
My struct looks like as follows:
struct MySurfaceOutput
{
half3 Albedo;
half3 Gloss;
half3 FlakeGloss;
half Specular;
half FlakeSpecular;
half3 Normal;
half3 Emission;
};
Which as you can see only adds one additional texture interpolator (and one scalar). What else can throw this error message?
Thanks,
Luke
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