#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" TEXTURE2D_X(_InputTexture); RW_TEXTURE2D_X(float, _OutputTexture); [numthreads(8, 8, 1)] void KMain(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); float alpha = LOAD_TEXTURE2D_X(_InputTexture, dispatchThreadId.xy).w; _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = alpha; }