Error message: Error during reading of asset type Shader
Inner message: System.Exception: No data left
em uTinyRipper.Lz4.Lz4DecodeStream.FillInputBuffer(Int32 offset)
em uTinyRipper.Lz4.Lz4DecodeStream.ReadInputByte()
em uTinyRipper.Lz4.Lz4DecodeStream.Read(Stream stream, Int64 count)
em uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, Int64 count)
em uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Byte[] buffer, Int32 offset, Int32 count)
em uTinyRipper.Classes.Shaders.ShaderSubProgramBlob.ReadBlob(AssetLayout layout, MemoryStream memStream, UInt32 compressedLength, UInt32 decompressedLength, Int32 segment)
em uTinyRipper.Classes.Shader.UnpackSubProgramBlobs(AssetLayout layout, UInt32[] offsets, UInt32[] compressedLengths, UInt32[] decompressedLengths, Byte[] compressedBlob)
em uTinyRipper.Classes.Shader.Read(AssetReader reader)
em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)
Stack trace: em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)
em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, ObjectInfo& info)
em uTinyRipper.SerializedFile.ReadData(Stream stream)
em uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file)
em uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file)
em uTinyRipper.GameProcessorContext.ReadSerializedFiles()
em uTinyRipper.GameStructureProcessor.ProcessSchemes(GameCollection fileCollection)
em uTinyRipper.GameStructure.Load(List1 pathes, LayoutInfo layinfo) em uTinyRipper.GameStructure.Load(IEnumerable1 pathes, LayoutInfo layinfo)
em uTinyRipperGUI.MainWindow.LoadFiles(Object data)
Game name: genshin impact Engine version: 2017.4.30f1 Platform: StandaloneWin64Player File name: sharedassets1.assets
Error message: Error during reading of asset type Shader
Inner message: System.Exception: No data left em uTinyRipper.Lz4.Lz4DecodeStream.FillInputBuffer(Int32 offset) em uTinyRipper.Lz4.Lz4DecodeStream.ReadInputByte() em uTinyRipper.Lz4.Lz4DecodeStream.Read(Stream stream, Int64 count) em uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, Int64 count) em uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Byte[] buffer, Int32 offset, Int32 count) em uTinyRipper.Classes.Shaders.ShaderSubProgramBlob.ReadBlob(AssetLayout layout, MemoryStream memStream, UInt32 compressedLength, UInt32 decompressedLength, Int32 segment) em uTinyRipper.Classes.Shader.UnpackSubProgramBlobs(AssetLayout layout, UInt32[] offsets, UInt32[] compressedLengths, UInt32[] decompressedLengths, Byte[] compressedBlob) em uTinyRipper.Classes.Shader.Read(AssetReader reader) em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)
Stack trace: em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size) em uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, ObjectInfo& info) em uTinyRipper.SerializedFile.ReadData(Stream stream) em uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file) em uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file) em uTinyRipper.GameProcessorContext.ReadSerializedFiles() em uTinyRipper.GameStructureProcessor.ProcessSchemes(GameCollection fileCollection) em uTinyRipper.GameStructure.Load(List
1 pathes, LayoutInfo layinfo) em uTinyRipper.GameStructure.Load(IEnumerable
1 pathes, LayoutInfo layinfo) em uTinyRipperGUI.MainWindow.LoadFiles(Object data)