Collapsible Region – Directx 11 HLSL in Visual Studio

Updated on September 21, 2017 in [A] Shaders
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0 on September 21, 2017

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

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