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