#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma kernel KMain #pragma multi_compile _ ENABLE_ALPHA #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" TEXTURE2D_X(_InputTexture); RW_TEXTURE2D_X(CTYPE, _OutputTexture); [numthreads(8,8,1)] void KMain(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); float exposure = GetCurrentExposureMultiplier(); CTYPE color = LOAD_TEXTURE2D_X(_InputTexture, dispatchThreadId.xy).CTYPE_SWIZZLE; color.xyz *= exposure; _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = color; }