The title says it all really. When I use the following texture declaration: Code (CSharp): uniform sampler2D _MyTex; uniform float4 _MyTex_TexelSize; Inside of a shader that's used in a PostProcessing Stack (v2) effect, the `_TexelSize` property is all zeroes. Is that by design?
"For each texture that is setup as a shader/material property, Unity also sets up some extra information in additional vector properties." (https://docs.unity3d.com/Manual/SL-PropertiesInPrograms.html) If you don't have it declared as Code (CSharp): _MyTex ("Texture", 2D) = "white" {} " it won't know about it at all.
Ah, thank you! That explains the difference. The Shaders that are used in the PostProcessing Stack (just through `Shader.Find(path)`) aren't used from a Material.