So apparently tex2D is still supported in HLSL shaderModel 6.0 so why does doing something like the following produce validation errors:
float myFloat = tex2D(MySampler, In.texCoord).w;
It does not like tex2D, if I make a Texture2D MyTex variable 1st then do MyFloat = MyTex.Sample(MySampler, In.texCoord).w; validation is fine.
Of course I have disables validation with /Vd and dxc spits out a compiled file but no .asm when specified, dxc also tends to jam up with tex2D usage....
I have tried compilation with multiple versions of dxc.exe
Any ideas?
Thanks