Hello all, I’ve been learning and programming HLSL Inside a custom post processing using C++ and the View Extension. I have a question regarding HLSL shader debugging. To my knowledge RenderDoc supports the ability to perform Pixel debugging with HLSL Debug symbols for DXC or FXC. I’ve setup and enabled the appropriate CVars (ShaderDevelopment,Generate Symbols etc) by looking at the engine source and tracing what arguments are need to be true for the Shader Compiler to pass the correct command line arguments to the DX Compiler (-Fd). From testing I was able to verify that debugging works with a DirectX 11 RenderDoc capture inside Unreal engine. However when using DirectX 12 I get nothing. Is this a Unreal Engine issue or a current GPU Capture limitation?
Any help or advice on this would be appreciated.