I have a custom surface shader which I want to use on an object in combination with a LightProxyVolume. The scene is all set up correctly, and if I use a regular Standard shader the object uses the volume correctly. However on my custom surface shader it only appears black (the volume is the only source of light, so this kinda makes sense).
How can I get a surface shader to support a proxy volume? The proxy volume docs give an example for a non-surface shader ( Unity - Manual: Light Probe Proxy Volume component ) but don’t mention surface shaders at all, where it doesn’t seem to provide a good place to call ShadeSHPerPixel.
Has anyone combined these two?
Thanks.