I'm trying to access _ShapeLightTexture0 in my compute shader with render graph and I'm pretty stuck on figuring it out.
I've been at it for about 5 hours and still haven't figured it out. The code that makes the most sense is below. I'm using IComputeRenderGraphBuilder. I can send more of the code if needed but below is most of it that's applied to the light texture. Any help would be appreciated :chipichapa:
TextureHandle lightHandle = graph.ImportTexture(RTHandles.Alloc(Shader.GetGlobalTexture(lightTextureID)));
using IComputeRenderGraphBuilder builder = graph.AddComputePass("Radiance Cascades Pass", out PassData data);
builder.UseTexture(lightHandle, AccessFlags.Read);
builder.SetRenderFunc((PassData d, ComputeGraphContext ctx)
ctx.cmd.SetComputeTextureParam(d.compute, LightingKernel, lightTextureID, lightHandle);
