trying to scale the result
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27339bdda4
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@ -369,6 +369,10 @@ MonoBehaviour:
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_computeShader: {fileID: 7200000, guid: 3df3413c2fff3cc41a2eb5505b4c260c, type: 3}
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_inputTexture: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
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_resultTexture: {fileID: 0}
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_width: 0
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_height: 0
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_scale: 5
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_resize: 0
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--- !u!1 &963194225
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GameObject:
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m_ObjectHideFlags: 0
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@ -404,8 +408,8 @@ Camera:
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m_GameObject: {fileID: 963194225}
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m_Enabled: 1
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serializedVersion: 2
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m_ClearFlags: 1
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m_BackGroundColor: {r: 1, g: 1, b: 1, a: 0}
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m_ClearFlags: 2
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m_BackGroundColor: {r: 0.21960786, g: 0.21960786, b: 0.21960786, a: 0}
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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@ -1,34 +1,70 @@
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UIElements;
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public class ComputeController : MonoBehaviour
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{
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[Header("Conections")]
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[SerializeField] private ComputeShader _computeShader;
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[SerializeField] private Texture2D _inputTexture;
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[SerializeField] private RenderTexture _resultTexture;
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[Header("Config")]
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[SerializeField] private int _width;
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[SerializeField] private int _height;
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[SerializeField] private float _scale = 1;
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[SerializeField] private bool _resize;
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private int _kernelHandle;
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private static readonly int Result = Shader.PropertyToID("result");
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private static readonly int SourceTexture = Shader.PropertyToID("source_texture");
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private static readonly int _threadgroupX = 8;
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private static readonly int _threadgroupY = 8;
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private void Start()
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{
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SetWidthHeight();
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_kernelHandle = _computeShader.FindKernel("cs_main");
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_resultTexture = new(512, 512, 24);
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RunComputeShader();
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}
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private void RunComputeShader()
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{
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_resultTexture = new(_width, _height, 24);
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_resultTexture.name = "ResultTexture";
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_resultTexture.enableRandomWrite = true;
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_resultTexture.Create();
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_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
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_computeShader.SetTexture(_kernelHandle, SourceTexture, _inputTexture);
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_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
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_computeShader.Dispatch(_kernelHandle, _resultTexture.width / 8, _resultTexture.height / 8, 1);
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_computeShader.Dispatch(_kernelHandle, _width / _threadgroupX, _height / _threadgroupY, 1);
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}
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private void OnGUI()
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{
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GUI.DrawTexture(new Rect(0, 0, _resultTexture.width, _resultTexture.height), _resultTexture);
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GUI.DrawTexture(new Rect(0, 0, _inputTexture.width, _inputTexture.height), _inputTexture);
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CheckScale();
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GUI.DrawTexture(new Rect(0, 0, _width, _height), _inputTexture);
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GUI.DrawTexture(new Rect(0, _height, _width, _height), _resultTexture);
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}
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private void CheckScale()
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{
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if (_resize)
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{
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_resize = false;
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SetWidthHeight();
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RunComputeShader();
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}
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}
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private void SetWidthHeight()
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{
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_width = Mathf.RoundToInt(_inputTexture.width * _scale);
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_height = Mathf.RoundToInt(_inputTexture.height * _scale);
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}
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}
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@ -12,5 +12,6 @@ void cs_main(uint3 id : SV_DispatchThreadID)
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float4 color = source_texture[id.xy];
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color.rgb = 1 - color.rgb;
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//color.rgb = float4(0, 1, 1, 0);
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//color.rgb = float4(0, 1, 1, 0);
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result[id.xy] = color;
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}
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