// Autogenerated file. Do not edit by hand #include "ShaderLibrary/Common.hlsl" SamplerState sampler_LinearClamp; CBUFFER_START(cb) float4 _Size; CBUFFER_END RWTexture2D _Result1; TEXTURE2D(_Source4); #pragma kernel KSampleCopy4_1_x [numthreads(8, 8, 1)] void KSampleCopy4_1_x(uint2 dispatchThreadId : SV_DispatchThreadID) { _Result1[dispatchThreadId] = SAMPLE_TEXTURE2D_LOD(_Source4, sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).x; }