I'm having a frustrating problem loading precompiled HLSL shaders in my DirectX project. I'm using Visual Studio 2012 Professional and DirectX SDK (June 2010). The code below is causing a link error of LNK2019: unresolved external symbol \_D3DReadFileToBlob@8.

```
#include "GameBase.h"
#include<D3Dcompiler.h>

bool GameBase::LoadShaderFromFile(LPCWSTR filePath, ID3DBlob** buffer)
{
    HRESULT result = D3DReadFileToBlob(filePath, buffer);

    if(FAILED(result))
    {
        return false;
    }

    return true;
}

```

The libraries d3d11.lib;d3dx11.lib;dxerr.lib;D3dcompiler.lib are set in the Linker > Input > Additional Dependencies, and the proper include directories and library directories are set for the DirectX SDK location: $(IncludePath);$(DXSDK\_DIR)Include, and $(LibraryPath);$(DXSDK\_DIR)Lib\x86) respectively.

Removing this part of the code allows the rest of the project to compile and run without incident (With the obvious exception that the shaders don't load). 

I feel I must be missing something subtle, but nothing I've found via search and Stack Overflow have yielded any insights into how to resolve this problem.