Been using the vertex interpolator node a lot recently at work to optimise down shaders (mainly UV-based stuff which doesn’t need to run in the frag/pixel shader). But we noticed 2 things that happen; it breaks baking our lighting unless we use a LightMassReplace switch (should this not automatically be integrated into the VertexInterpolator node if it causes issues?), and it sometimes causes compile errors (stuff to do with the TEXCOORD buffers, assuming this basically automates the custom UVs for passing data from vert to frag/pixel shaders) but only on certain machines (even though they’re using modern hardware, GPU is just an Nvidia 1070).
Anyone else have any issues with the node or anything else they’ve noticed?
Also should say we’re using 4.16.