I’m trying to multiply a Linear Color texture sample (in this case, a normal map with an alpha mask applied) by a float4 vector. However, the compiler will often claim that this can’t be done because it’s a multiplication of a float3 and float4.
I’ve previewed the alpha channel to ensure it’s outputting things, and it is. So by all accounts all four channels are in play. I’m not sure why the compiler would object to this multiplication. Why would the output of the texture be a float3 and not a float4?