I have a relatively complex shader in the metal shader language. Now I want to use this shader in visionOS. As I understand the straight forward approach would be to recreate the shader in the Reality Composer Pro (RCP) Shader Graph, however I do not think this is possible in my case. (Because I have an array of input variables and a while loop).
- Am I correct, that not all shaders from the Metal Shading language can be converted into a RCP Shader Graph?
In the WWDC video about "Create immersive Unity apps" I saw that the Shader Graph from Unity is converted into MaterialX and then into a Shader Graph Material. On the Unity documentation I found that not all Unity Shader Nodes are supported, but not if this means the Unity Shader Graph does not provide any more functionality.
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So is the Unity Shader Graph limited by the functionalities the Shader Graph in RCP provides?
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If it is not, is it possible to take advantage of that without using Unity and using a MaterialX shader directly in some way (for example with the MaterialX Graph Editor)?