Hey!
In the video you say "this allows to get the color from the texture and use it for our frag function" (something similar). I thought that those Binding Semantics are directed at return value not the input value?
On a Unity forum I read "SV_Target is the semantic used by DX10+ for fragment shader color output. " https://forum.unity.com/threads/very-simple-question-about-fragment-function.482942/
The documentation also states that it affects the output value:
SV_Target[n], where 0 <= n <= 7 The output value that will be stored in a render target. The index indicates which of the 8 possibly bound render targets to write to. The value is available to all shaders.
https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics
Could you clarify what does it mean exactly?
Thanks!