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Question by jacasch · Sep 24, 2019 at 04:21 PM · shadershadersshaderlabgeometry shader

Is there a way to get an id of the primitive in a geometry shader?

Is there a way to get the ID of the current primitive in a geometry shader? Like you can do with SV_VertexID for vertices. (https://docs.unity3d.com/Manual/SL-ShaderSemantics.html) Apparently in DX11 and OpenGL there should be.

I tried SV_PRIMITIVEID and SV_PrimitiveID, and both didnt work.

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Answer by pallagommosa · Feb 12, 2021 at 02:05 PM

You should be able to use it like this:

 [maxvertexcount(3)]
 void geom(triangle VertexOutput input[3], uint pid : SV_PrimitiveID, inout TriangleStream<VertexOutput> OutputStream)
 {
     // geometry shader implementation....
 }
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