Rendering result on a quad
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@ -2,10 +2,11 @@ using UnityEngine;
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public class ComputeController : MonoBehaviour
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{
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[Header("Conections")]
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[Header("Connections")]
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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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[SerializeField] private Material _resultMaterial;
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[Header("State")]
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[SerializeField] private int _width;
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@ -21,9 +22,12 @@ public class ComputeController : MonoBehaviour
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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 SinScaled = Shader.PropertyToID("sin_scaled");
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private static readonly int MainTex = Shader.PropertyToID("_MainTex");
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#endregion
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#region Start
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private void Start()
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{
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InitializeTextures();
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@ -35,12 +39,14 @@ public class ComputeController : MonoBehaviour
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private void InitializeTextures()
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{
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_width = Mathf.RoundToInt(_inputTexture.width);
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_height = Mathf.RoundToInt(_inputTexture.height);
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_width = _inputTexture.width;
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_height = _inputTexture.height;
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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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_resultMaterial.SetTexture(MainTex, _resultTexture);
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}
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private void InitializeShader()
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@ -50,17 +56,15 @@ public class ComputeController : MonoBehaviour
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_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
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}
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private void RunComputeShader()
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{
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_computeShader.Dispatch(_kernelHandle, _width / NumThreadX, _height / NumThreadY, 1);
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}
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#endregion
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private void OnGUI()
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#region Update
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private void Update()
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{
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ShaderUpdate();
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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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_resultMaterial.mainTexture = _resultTexture;
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}
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private void ShaderUpdate()
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@ -69,4 +73,11 @@ public class ComputeController : MonoBehaviour
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_computeShader.SetFloat(SinScaled, _sin);
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RunComputeShader();
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}
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private void RunComputeShader()
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{
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_computeShader.Dispatch(_kernelHandle, _width / NumThreadX, _height / NumThreadY, 1);
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}
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#endregion
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}
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