Added ComputeShader and ComputeController
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# Default ignored files
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/shelf/
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/workspace.xml
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# Rider ignored files
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/modules.xml
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/contentModel.xml
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/.idea.ComputeShader.iml
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/projectSettingsUpdater.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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fileFormatVersion: 2
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guid: 8a6217063b7ebd046b2c4e2775cf8e6b
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ComputeController : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: a453b492952575646aa79f717aa4c52a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 917058756798c6a499d590a02b810580
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel CSMain
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// Create a RenderTexture with enableRandomWrite flag and set it
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// with cs.SetTexture
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RWTexture2D<float4> Result;
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[numthreads(8,8,1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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// TODO: insert actual code here!
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Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0);
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}
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fileFormatVersion: 2
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guid: 3df3413c2fff3cc41a2eb5505b4c260c
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ComputeShaderImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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