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