Hi guys,
A big thank you for your reply, it’s almost working now !
Almost because I need to use a shader profile 9_3 instead of 9_1 for my DiffuseSpecularEffect, If I don’t use this profile, I’ve this error in the Pipeline tool
D:/Projets/Sources/C3DE/C3DE.Content/FX/DiffuseSpecularTextureEffect.fx
D:\\Projets\\Sources\\C3DE\\C3DE.Content\\FX\\DiffuseSpecularTextureEffect.fx(140,5): error X5608: Compiled shader code uses too many arithmetic instruction slots (92). Max. allowed by the target (ps_2_0) is 64.
(1,1): error X5609: Compiled shader code uses too many instruction slots (97). Max. allowed by the target (ps_2_0) is 96.
As I already said, I just begin my journey in shaders world with MonoGame and HLSL, my code is probably bad. It seems that there are too many operations done at the same time ?
return saturate(textureColor * input.Color * shadowTerm + AmbientColor * AmbientIntensity + specular + EmissiveColor);
I tried to compute each calculs in a separate variable and use the result in the saturate function but it hasn’t changed anything. My other shaders are working as expected with profile 9_1.
I read on the docs page that it can be less compatible with some devices ? What type or devices are concerned ? Is it for ARM device only or Desktop device too ?
A finale question: Can I use SV_Position with OpenGL target or must I write a conditional comment ?
#if SM4
float4 Position : SV_Position;
#else
float4 Position : POSITION0;
#endif
Thanks again, now that DirectX port works, I can start to code an editor !
A last thing: I’m writting a blog post (in French, see demonixis.net/blog) about the new pipeline tool and a guide about Shader porting 
Yann.