#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel ClearBuffer2DMain #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" float4 _ClearValue; float4 _BufferSize; RW_TEXTURE2D_X(float4, _Buffer2D); [numthreads(8, 8, 1)] void ClearBuffer2DMain(uint3 dispatchThreadID : SV_DispatchThreadID) { if (any(dispatchThreadID.xy >= (uint2)_BufferSize.xy)) return; _Buffer2D[COORD_TEXTURE2D_X(dispatchThreadID.xy)] = _ClearValue; }