Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/NaNKiller.compute

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2024-08-26 13:07:20 -07:00
#pragma kernel KMain
#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.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
#pragma multi_compile _ ENABLE_ALPHA
TEXTURE2D_X(_InputTexture);
RW_TEXTURE2D_X(CTYPE, _OutputTexture);
[numthreads(8, 8, 1)]
void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
CTYPE color = LOAD_TEXTURE2D_X(_InputTexture, dispatchThreadId.xy).CTYPE_SWIZZLE;
if (AnyIsNaN(color) || AnyIsInf(color))
color.CTYPE_SWIZZLE = 0.0;
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = color;
}