34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using UnityEngine;
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using UnityEngine.Serialization;
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public class ComputeController : MonoBehaviour
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{
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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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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 void Start()
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{
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_kernelHandle = _computeShader.FindKernel("cs_main");
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_resultTexture = new(512, 512, 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.Dispatch(_kernelHandle, _resultTexture.width / 8, _resultTexture.height / 8, 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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}
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} |