I have a fullscreen postfx Shadergraph that grabs HD Scene Color. Works perfectly in one project, after porting over to a new project, same Unity versions, it silently fails and returns only 0,0,0 no matter how much I try to boost it.
Have tried moving the Post Effect to BeforePostProcessing, AfterPostProcessing, no change.
Frame debugger shows that the pass is getting the correct texture reference (ie. it shows the proper mip pyramid) so there’s something really weird going on.
Any advice would be appreciated.