Is it possible to define SamplerStates in compute shaders? I'm trying to follow some tutorials and they make heavy use of it. Since compute shaders are written in HLSL, I thought it would work but I get the following error: "Unrecognized sampler 'mySamplerName' - does not match any texture and is not a built-in name" Any ideas how to solve this?
Veeeeeeery late response to this, I stumbled across this post looking for answers to another issue regarding sampler states. But I do know the solution for this issue. so in case anyone else stumbles across this and need the answer, I'll share: It appears unity has a requirement set on samplerstates in computeshaders. it's not part of the regular HLSL spec, but Unity REQUIRES that a samplerstate follows the naming convention samplerTEXTURENAME for the texture you intend to use the sampler on. e.g. Code (CSharp): Texture2D<float4> MyTexture; SamplerState samplerMyTexture { //STUFF };