I have followed the steps outlined in the Unity docs:
As well as had a look on the tutorial from this forum:
However, these techniques don’t seem to work directly from the Unity Editor. When I capture a frame from inside Visual Studio, it’s actually the GUI that is captured, with the current rendered scene blitted on.
Thus, from the “Pixel History” pane, I cannot replay one of my shaders, because only the shaders that copy the rendered scene onto the GUI are visible. My original shaders are visible in the “Event List” pane (Camera.Render->Drawing->Render.OpaqueGeometry->RenderForwardOpaque.Render->RenderForward.RenderLoopJob), but I cannot ‘debug’ them like the shaders inside the pixel history pane.
Is there a way of capturing the actual rendered scene, and not the resulting texture blitted onto the GUI?
In the documentation they say “In the Command field, replace $(TargetPath) with the path to the Unity Editor or Windows Standalone (for example, C:\MyApp\MyApp.exe)”. (Unity - Manual: Debugging shaders using Visual Studio)
Unfortunately i don’t get which path exactly is necessary here to debug within my Unity scene, since I don’t want to build my scene every time I want to debug the shader. Can someone help me here?