I am trying to make a fullscreen shader that requires sampling the custom color buffer multiple times, so I figured the best way to do that loop is via a custom function - but I’ve been unable to figure out how to sample the buffer from HLSL, specifically with a Shader Graph custom function.
“SampleCustomColor” errors out as an “undeclared identifier”. Same as, “CustomPassLoadCustomColor”, or “CustomPassSampleCustomColor”.
The dependencies are included (#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl), and the shader works as expected in a .shader, but not in a .hlsl referenced in Shader Graph.
Am I (hopefully) missing something, or is this functionality not available in custom functions?
Using:
- Unity 2022.3.48f1
- HDRP 14.0.11
- Shader Graph 14.0.11
