44 lines
1.2 KiB
Markdown
44 lines
1.2 KiB
Markdown
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## Shader
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- RWStructuredBuffer:可读写,可用类型float1234、uint1234
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- StructuredBuffer:对应的只读BUffer
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## C#脚本
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### 声明变量
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CS与Buffer
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```c#
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[SerializeField]
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ComputeShader computeShader = default;
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ComputeBuffer positionBuffer;
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```
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### 绑定CS中的变量并且执行
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声明Shader中变量id以用于绑定
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```c#
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static readonly int intpositionsId = Shader.PropertyToID("_Positions"),
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resolutionId= Shader.PropertyToID("_Resolution"),
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stepId= Shader.PropertyToID("_Step"),
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timeId= Shader.PropertyToID("_Time");
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```
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给变量绑定数值
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```c#
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computeShader.SetInt(resolutionId, resolution);
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computeShader.SetFloat(stepId, step);
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computeShader.SetFloat(timeId, Time.time);
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computeShader.SetBuffer(0, positionsId, positionBuffer);
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```
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执行
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```c#
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int groups = Mathf.CeilToInt(resolution / 8f);
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computeShader.Dispatch(0, groups, groups, 1);
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```
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### 绘制GPU Instance命令
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```c#
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//需要传入边界盒以及绘制数量
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var bounds=new Bounds(Vector3.zero,Vector3.one*(2f+2f/resolution));
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material,bounds,positionBuffer.count);
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```
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### 多kernel
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CS可能拥有多个内核函数,此时computeShader的SetBuffer()与Dispatch(),可以通过第一个形参来设置kernel index。
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