(EDIT: please see my latest post below - the issue has now shifted to trying to pass a SamplerState to the custom function.)
I noticed that HDRP Shader Graph does not have a built-in node to sample from cubemap arrays.
So I hunted high and low across the vastness of the interwebs for the past hour or so, and I got pretty close in the end.
There is however one weird error remaining. Any ideas?
UPDATE:
Ignoring the above error seems to be fine - the custom node actually works.
But - it is sampling the cube map in a bilinear manner, and I need trilinear to smooth out the visible mip borders. I’ve been struggling for hours now, so please if anybody know what’s going on with latest HDRP custom nodes, your help would be greatly appreciated.
See here - there is a type mismatch trying to pass a SamplerState to the custom function:
Of course I have tried chaning the type in the hlsl code to “UnitySamplerState”, but then the call to UNITY_SAMPLE_TEXCUBEARRAY fails with type mistmatch.
Whatever is going on here?
GETTING DESPERATE 