My problem is not directly related to ShaderLab but I hope this is the right forum anyway.
In my current project I have to mess around with zBuffer in fragment shaders. Now, whenever i write values to “out float depth : DEPTH”, I get an “error X2022: scalar registers cannot be masked”. According to THIS, the error is known since 2008 (!) but still occuring. Of course, I can correct that directly in the assembler code, but as my shader is evolving and for every tiny bit I add, I have to go through an annoying manual patching process. In fact I have written a patcher script, but have to do the code copying and script invoking all by hand.
My question is now: do I have a chance to add my patcher (or something similar) to the compiling process of Unity, s.th. it will be invoked automatically, whenever my shaders are compiled? This would save a lot of wasted time and keep development fluently…