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#pragma kernel ClearUIntTexture
#pragma kernel ClearUIntTextureArray
#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
RW_TEXTURE2D_ARRAY(uint, _TargetArray);
RW_TEXTURE2D(uint, _Target);
// Workaround: because we currently can't create a Texture2DArray using an R32_UInt format
// So we create a R32_UInt RenderTarget and clear it using a compute shader, because we can't
// Clear this type of target on metal devices (output type nor compatible: float4 vs uint)
[numthreads(1,1,1)]
void ClearUIntTextureArray (uint3 id : SV_DispatchThreadID)
{
_TargetArray[id.xyz] = 0;
}
[numthreads(1,1,1)]
void ClearUIntTexture (uint3 id : SV_DispatchThreadID)
{
_Target[id.xy] = 0;
}