Const float arrays in shadergraph via custom function

Hey there,
I am trying to get a float array into shadergraph via a custom node using the 5.13.0 version of shadergraph/lwrp.

Since shadergraph does not support variable arrays as parameters I created a custom node to sample an array.
I set the array in a script using material.SetFloatArray(“windArray”, windfield) but I am not getting any output in the shader.

I would much appreciate any hints here from anyone who has more experience extending shadergraph.
Thanks!

As general feedback I would love for Unity to re-implement additional parameters types, as they are very restrictive at the moment.

4470064--410668--upload_2019-4-25_18-11-30.png

Has anybody had success with this? I’m trying to do the same thing and am kind of stuck there, too…

hi. You need the Textures2D with “TextureFormat.RGBAFloat” for to use like array1D or array2D on code C# without custom function.