ComputeShader/Assets/Scripts/ComputeController.cs

84 lines
2.2 KiB
C#

using UnityEngine;
public class ComputeController : MonoBehaviour
{
[Header("Connections")]
[SerializeField] private ComputeShader _computeShader;
[SerializeField] private Texture2D _inputTexture;
[SerializeField] private RenderTexture _resultTexture;
[SerializeField] private Material _resultMaterial;
[Header("State")]
[SerializeField] private int _width;
[SerializeField] private int _height;
[SerializeField] private float _sin;
private int _kernelHandle;
private const int NumThreadX = 8;
private const int NumThreadY = 8;
#region ShaderVariables
private static readonly int Result = Shader.PropertyToID("result");
private static readonly int SourceTexture = Shader.PropertyToID("source_texture");
private static readonly int SinScaled = Shader.PropertyToID("sin_scaled");
private static readonly int MainTex = Shader.PropertyToID("_MainTex");
#endregion
#region Start
private void OnEnable()
{
InitializeTextures();
InitializeShader();
RunComputeShader();
}
private void InitializeTextures()
{
_width = _inputTexture.width;
_height = _inputTexture.height;
_resultTexture = new(_width, _height, 24);
_resultTexture.name = "ResultTexture";
_resultTexture.enableRandomWrite = true;
_resultTexture.Create();
_resultMaterial.SetTexture(MainTex, _resultTexture);
}
private void InitializeShader()
{
_kernelHandle = _computeShader.FindKernel("cs_main");
_computeShader.SetTexture(_kernelHandle, SourceTexture, _inputTexture);
_computeShader.SetTexture(_kernelHandle, Result, _resultTexture);
RunComputeShader();
}
#endregion
#region Update
// private void Update()
// {
// ShaderUpdate();
//
// _resultMaterial.mainTexture = _resultTexture;
// }
private void ShaderUpdate()
{
_sin = (Mathf.Sin(Time.unscaledTime) + 1) / 2;
_computeShader.SetFloat(SinScaled, _sin);
RunComputeShader();
}
private void RunComputeShader()
{
_computeShader.Dispatch(_kernelHandle, _width / NumThreadX, _height / NumThreadY, 1);
}
#endregion
}