#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCommon.hlsl" #pragma kernel GTAODenoise_CopyHistory RW_TEXTURE2D_X(uint, _OutputTexture); TEXTURE2D_X(_InputTexture); [numthreads(8, 8, 1)] void GTAODenoise_CopyHistory(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)].x; }