Hi. It looks like a bug. But when there’s static switch before any vertex interpolator (VI) node it always showing these switches in material instance, even if VI is not connected to anything:
I made this shader just for an example. The issue is that if there are any static switches in the way - they always will be visible in MI interface.
Doesnt look like it suppose to be like that.
Just ran into this. Took me a while to figure out that the vertex interpolator was causing the parameter to show up because it wasn’t connected to anything.
But I guess the node itself is the same color as other output nodes like the main material attributes or the single layer water output. These nodes don’t need to be connected to anything because they are the destination. I’m not sure how one would use the vertex interpolator without passing something through it though.
Discovered this today too, it feels very counter intuitive. You would expect the Vertex Interpolator to not be used when hidden behind a static switch.
I wonder if this means that Vertex Interpolators add to performance even though they’re hidden behind static switch parameters? Has anyone tested this?