Reputation: 606
I was searching in the web for some time, but couldn't find a good answer for my current problem: In unity a visible object consists of a mesh. In OpenGL terms, a mesh is a VertexBuffer that is transmitted, ideally once, to the GPU and then feed into the vertex shader.
And now, at some given point I want to recalculate the given mesh on the GPU. For example, if my VertexBuffer has space for 200 Vector3<float>
that are part of a Cube, I want to do a call to a ComputeShader(?) that updates every Vector3<float>
so that the mesh is now a sphere.
I know I could reassign the mesh using the CPU, but in my scenario thats too slow.
So the question is, how can i pass a VertexBuffer or Mesh into a ComputeShader in unity? I would like to directly modifye the VertexBuffer.
Thanks for ideas, ressources, hints!
Upvotes: 2
Views: 3704
Reputation: 1222
Compute Shaders are simple to setup.
write a Compute shader like this
#pragma kernel CSMain
#define thread_group_size_x 4
#define thread_group_size_y 4
//A struct that simple holds a position
struct PositionStruct
{
float3 pos;
};
RWStructuredBuffer<PositionStruct> output;
[numthreads(thread_group_size_x,thread_group_size_y,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
int idx = id.x + id.y * thread_group_size_x * 32;
float spacing = 1.0;
float3 pos = float3(id.x*spacing, id.y*spacing, id.z*spacing);
pos = UpdateVertex(pos,idx);
output[idx].pos = pos;
}
float3 UpdateVertex(float3 p, int idx)
{
//Do your stuff here
return p;
}
Now Create the C# file that dispatches this compute file.
public class ComputeShaderScript: MonoBehaviour
{
public Shader shader;
public ComputeShader computeShader;
private ComputeBuffer outputBuffer;
private int _kernel;
private Material material;
void Start()
{
RunShader();
}
void RunShader()
{
_Kernal = computeShader.FindKernal("CSMain");
vector3 Array = new vector3[200];
outputBuffer = new ComputeBuffer(Array.Length, 12); //Output buffer contains vertices (float3 = Vector3 -> 12 bytes)
outputbuffer.SetData(Array);
computeShader.SetBuffer(_Kernal,"output",outputBuffer);
computeShader.Dispatch(_Kernal,array.Length,1,1);
vector3 data= new vector3[200];
outputbuffer.GetData(data);
buffer.Dispose();
material.SetPass(0);
material.SetBuffer("buf_Points", outputBuffer);
Graphics.DrawProcedural(MeshTopology.Points, data.Length);
}
Upvotes: 4