#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel clearMain #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" float4 _QuadOverdrawClearBuffParams; #define _BufferWidth _QuadOverdrawClearBuffParams.x #define _BufferHeight _QuadOverdrawClearBuffParams.y [numthreads(16, 16, 1)] void clearMain(uint3 currentCoord : SV_DispatchThreadID) { uint index = currentCoord.x + currentCoord.y * _BufferWidth; const uint totalPixels = (uint)_DebugViewportSize.x * (uint) _DebugViewportSize.y; if (index > totalPixels) return; uint xrOffset = currentCoord.z * _BufferWidth * _BufferHeight; _FullScreenDebugBuffer[index + xrOffset] = 0.0; }