#pragma kernel ClearList #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch RWStructuredBuffer _LightListToClear; int2 _LightListEntriesAndOffset; #define _LightListEntries (uint)_LightListEntriesAndOffset.x #define _LightListOffset (uint)_LightListEntriesAndOffset.y [numthreads(64, 1, 1)] void ClearList(uint3 id : SV_DispatchThreadID) { if ((id.x + _LightListOffset) < (uint)_LightListEntries) _LightListToClear[id.x + _LightListOffset] = 0; }