I’ve been trying to clean up some code I’m writing for a compute shader in the community version of Visual Studio 2015, by making a collapsible region using #pragma region and #pragma endregion. According to the unity docs compute shaders are written in directx11 HLSL and this is how Microsoft says to create a collapsible region but Visual Studio hasn’t been creating a field. Anyone know what I’m doing wrong or why it’s not registering?
Example:
#pragma region Declarations
static const int a = 1;
#pragma endregion