colors are inverted on the result texture
This commit is contained in:
parent
9782c69826
commit
27339bdda4
|
@ -367,7 +367,7 @@ MonoBehaviour:
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
_computeShader: {fileID: 7200000, guid: 3df3413c2fff3cc41a2eb5505b4c260c, type: 3}
|
_computeShader: {fileID: 7200000, guid: 3df3413c2fff3cc41a2eb5505b4c260c, type: 3}
|
||||||
_inputTexture: {fileID: 10305, guid: 0000000000000000f000000000000000, type: 0}
|
_inputTexture: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
_resultTexture: {fileID: 0}
|
_resultTexture: {fileID: 0}
|
||||||
--- !u!1 &963194225
|
--- !u!1 &963194225
|
||||||
GameObject:
|
GameObject:
|
||||||
|
|
|
@ -1,10 +1,12 @@
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
public class ComputeController : MonoBehaviour
|
public class ComputeController : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private ComputeShader _computeShader;
|
[SerializeField] private ComputeShader _computeShader;
|
||||||
[SerializeField] private Texture2D _inputTexture;
|
[SerializeField] private Texture2D _inputTexture;
|
||||||
[SerializeField] private RenderTexture _resultTexture;
|
[SerializeField] private RenderTexture _resultTexture;
|
||||||
|
|
||||||
private int _kernelHandle;
|
private int _kernelHandle;
|
||||||
private static readonly int Result = Shader.PropertyToID("result");
|
private static readonly int Result = Shader.PropertyToID("result");
|
||||||
private static readonly int SourceTexture = Shader.PropertyToID("source_texture");
|
private static readonly int SourceTexture = Shader.PropertyToID("source_texture");
|
||||||
|
@ -13,11 +15,9 @@ public class ComputeController : MonoBehaviour
|
||||||
{
|
{
|
||||||
_kernelHandle = _computeShader.FindKernel("cs_main");
|
_kernelHandle = _computeShader.FindKernel("cs_main");
|
||||||
|
|
||||||
_resultTexture = new(100, 100, 24)
|
_resultTexture = new(512, 512, 24);
|
||||||
{
|
_resultTexture.name = "ResultTexture";
|
||||||
enableRandomWrite = true,
|
_resultTexture.enableRandomWrite = true;
|
||||||
name = "Test"
|
|
||||||
};
|
|
||||||
_resultTexture.Create();
|
_resultTexture.Create();
|
||||||
|
|
||||||
_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
|
_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
|
||||||
|
@ -28,6 +28,7 @@ public class ComputeController : MonoBehaviour
|
||||||
|
|
||||||
private void OnGUI()
|
private void OnGUI()
|
||||||
{
|
{
|
||||||
GUI.DrawTexture(new(0, 0, _resultTexture.width, _resultTexture.height), _resultTexture);
|
GUI.DrawTexture(new Rect(0, 0, _resultTexture.width, _resultTexture.height), _resultTexture);
|
||||||
|
GUI.DrawTexture(new Rect(0, 0, _inputTexture.width, _inputTexture.height), _inputTexture);
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,8 +1,6 @@
|
||||||
// Each #kernel tells which function to compile; you can have many kernels
|
|
||||||
#pragma kernel cs_main
|
#pragma kernel cs_main
|
||||||
|
|
||||||
// Create a RenderTexture with enableRandomWrite flag and set it
|
// The output texture
|
||||||
// with cs.SetTexture
|
|
||||||
RWTexture2D<float4> result;
|
RWTexture2D<float4> result;
|
||||||
|
|
||||||
// Input texture
|
// Input texture
|
||||||
|
@ -11,7 +9,8 @@ Texture2D<float4> source_texture;
|
||||||
[numthreads(8, 8, 1)]
|
[numthreads(8, 8, 1)]
|
||||||
void cs_main(uint3 id : SV_DispatchThreadID)
|
void cs_main(uint3 id : SV_DispatchThreadID)
|
||||||
{
|
{
|
||||||
float4 color = result[id.xy];
|
float4 color = source_texture[id.xy];
|
||||||
color.rgb = 1 - color.rgb; // invert the color
|
color.rgb = 1 - color.rgb;
|
||||||
|
//color.rgb = float4(0, 1, 1, 0);
|
||||||
result[id.xy] = color;
|
result[id.xy] = color;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue