ShaderGraph not accepting node?

Shadergraph has suddenly become buggy, or I’m not realizing an issue. I have a feeling it’s the former.

The blue output of the line says its the same information as the other blue lines.

I cannot figure out why shadergraph won’t accept the multiply node input into the combine G node.

The node going into the “add: B” node is coming from an image. The reason why it is showing as a blue line and not as a gradient, is because I’ve already split the g channel in my effort to circumvent any mismatching.

I’ve also tried to just input the multiply node into an add node that’s already connected to the combineG node:

It too fails to highlight and accept the input.
Is this a known issue? How do I fix it? What am I doing wrong?

edit:
Here is a perfect example of the nonsense that is shadergraph, and what has got me so confused and infuriated:

The green line is the simple noise going into an add node that is connected to nothing. voila, it can connect.
The purple line is the simple noise going into an add node that is connected to nothing. voila, it cannot connect.
The B input of both add nodes are from the exact.same.node.

The only difference is I’m trying to overwrite the existing node input (which is adding the multiply node to itself at the moment) with the information from the simple noise.

Even painless things like connecting a [UV output node] into a [UV input node] fails:

However, if I make a brand new UV node input, it suddenly can connect???

Seriously, what is going on here?
Is there some kind of reset on the backend for shadergraph I can do to get rid of this bug?


another edit:
by pasting the shadergraph contents into another shadergraph file, some connections can be made but still not all. incredibly annoying. I’ve tried deleting my library and closing my ide.


Final edit:
dealing with vertex placement, it turns out I had to use sampleTexture 2d LOD and then run the math in the screenshots above. Who knew. Magical hidden intel. Getting an error read out or something when trying to drag things into slots that won’t accept it would be a MAJOR assist, unity. It’s a visual editor, so we can’t exactly print out our problems.

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Thx I really thought I was going crazy. Once you know it makes some sense. But some error message, or indication some nodes don’t work in the Vertex stage would be nice.
They explain why this happens here (should anyone else stumble to this post) : ShaderGraph - Can't offset vertex position by texture lookup

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