## Shader
- RWStructuredBuffer:可读写,可用类型float1234、uint1234
- StructuredBuffer:对应的只读BUffer

## C#脚本
### 声明变量
CS与Buffer
```c#
[SerializeField]
ComputeShader computeShader = default;

ComputeBuffer positionBuffer;
```

### 绑定CS中的变量并且执行
声明Shader中变量id以用于绑定
```c#
static readonly int intpositionsId = Shader.PropertyToID("_Positions"),
				resolutionId= Shader.PropertyToID("_Resolution"),
				stepId= Shader.PropertyToID("_Step"),
				timeId= Shader.PropertyToID("_Time");
```
给变量绑定数值
```c#
computeShader.SetInt(resolutionId, resolution);
computeShader.SetFloat(stepId, step);
computeShader.SetFloat(timeId, Time.time);
computeShader.SetBuffer(0, positionsId, positionBuffer);
```
执行
```c#
int groups = Mathf.CeilToInt(resolution / 8f);
computeShader.Dispatch(0, groups, groups, 1);
```

### 绘制GPU Instance命令
```c#
//需要传入边界盒以及绘制数量
var bounds=new Bounds(Vector3.zero,Vector3.one*(2f+2f/resolution));
Graphics.DrawMeshInstancedProcedural(mesh, 0, material,bounds,positionBuffer.count);
```

### 多kernel
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。