//#include "../../../Shaders/NoiseLib/Noise.hlsl" RWTexture2D OutputTex; float4 Constant; #pragma kernel AddConstant [numthreads(1, 1, 1)] void AddConstant(uint3 id : SV_DispatchThreadID) { OutputTex[id.xy] = OutputTex[id.xy] + Constant; } float4 ValueRanges; #pragma kernel RemapValues [numthreads(1,1,1)] void RemapValues (uint3 id : SV_DispatchThreadID) { float4 inLow = float4(ValueRanges.x, ValueRanges.x, ValueRanges.x, ValueRanges.x); float4 inHigh = float4(ValueRanges.y, ValueRanges.y, ValueRanges.y, ValueRanges.y); float4 outLow = float4(ValueRanges.z, ValueRanges.z, ValueRanges.z, ValueRanges.z); float4 outHigh = float4(ValueRanges.w, ValueRanges.w, ValueRanges.w, ValueRanges.w); OutputTex[id.xy] = outLow + (OutputTex[id.xy] - inLow) * (outHigh - outLow) / (inHigh - inLow); }