more shader questions.
I am playing around with trying to create a custom buffer, the way that defered renderpaths create three rendertargets, albedo, depth, and normal for example.
In the docs for RenderPaths it says under the available commands for scene pass:
so theoretically, if I have this:
<rendertarget name="mytarget" sizedivisor="1 1" format="rgba"/> <command type="quad" vs="myshader" ps="myshader" output="mytarget"> <texture unit="environment" name="viewport" /> </command> <command type="scenepass" pass="mypass"> <texture unit="mytarget" name="mytarget" /> </command>
I should be able to use my declared render target as a texture, however, i get the error:
Just trying to figure out how I can make a NEW texture unit. I can change all those “mytarget” to “albedo” and i get no errors. So I assume I am not adding it as a uniform (which I also tried sMytargetBuffer in the shader) properly or something else somwhere else.