#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl" CBUFFER_START (UnityCBuffer) uint2 _RectOffset; CBUFFER_END RW_TEXTURE2D_X(float1, _Result1); TEXTURE2D_X(_Source4); #pragma kernel KSampleCopy4_1_x_8 KERNEL_NAME41=KSampleCopy4_1_x_8 KERNEL_SIZE=8 #pragma kernel KSampleCopy4_1_x_1 KERNEL_NAME41=KSampleCopy4_1_x_1 KERNEL_SIZE=1 [numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)] void KERNEL_NAME41(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); uint2 positionSS = _RectOffset + dispatchThreadId.xy; _Result1[COORD_TEXTURE2D_X(positionSS)] = LOAD_TEXTURE2D_X(_Source4, positionSS).x; }