First of all, great tool! Switched over from Shader Forge and have been loving your tool ever since.
I'm trying to create my first post processing shader with the new Post Processing Stack and a shader made through Amplify, but i've been running into some problems. I'm OK with shaders programming on a node level, but my knowledge of shader programming is close to zero.
I've used the following this wiki as a reference: https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects.
When using the shader provided on the wiki everything works; when using my custom made Amplify-made shader it doesn't. It shows me a nice triangle on the middle of my screen.
The wiki states the following on shaders:
First thing to note: we don't use CG blocks anymore. If future compatibility with Scriptable Render Pipelines is important to you, do not use them as they'll break the shader when switching over because CG blocks add hidden code you don't want to the shader. Instead, use HLSL blocks.
At a minimum you'll need to include StdLib.hlsl. This holds pre-configured vertex shaders and varying structs (VertDefault, VaryingsDefault) and most of the data you need to write common effects.
Texture declaration is done using macros. To get a list of available macros we recommend you look into one of the api files in /PostProcessing/Shaders/API/.
Does this mean that Amplify is not supposed to work with these Post Processing shaders, because of the CG blocks/HLSL blocks? Or am i missing a setting somewhere.
Cheers and thanks in advance.