18 lines
698 B
Plaintext
18 lines
698 B
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#pragma kernel CreateFoveatedShadingRateTexture
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#pragma only_renderers d3d11 vulkan
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#include "Internal-CreateFoveatedShadingRateTexture.cginc"
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RWTexture2D<uint> _Result;
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// 1 thread for z because we run both eyes and then combine them with a min operator
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[numthreads(8,8,1)]
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void CreateFoveatedShadingRateTexture(uint3 id : SV_DispatchThreadID)
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{
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uint leftShadingRateLevel = GetShadingRateLevel(uint3(id.xy, kLeftEyeId));
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uint rightShadingRateLevel = GetShadingRateLevel(uint3(id.xy, kRightEyeId));
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_Result[uint2(id.x, id.y)] = min(rightShadingRateLevel, leftShadingRateLevel);
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}
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