问题描述
我有两个文件(NewComputeShader.compute 和 ShaderRun.cs)。 ShaderRun.cs 运行着色器并在相机上绘制它的纹理(脚本是相机的组件)
一开始,unity 在左下角绘制一个白色像素。 (Twidth = 256,Theight = 256,Agentsnum = 10)
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSUpdate
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;
uint width = 256;
uint height = 256;
int numAgents = 10;
float moveSpeed = 100;
uint PI = 3.1415926535;
float DeltaTime = 1;
uint hash(uint state) {
state ^= 2747636419u;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
return state;
}
uint scaletoRange01(uint state) {
state /= 4294967295.0;
return state;
}
struct Agent {
float2 position;
float angle;
};
RWStructuredBuffer<Agent> agents;
[numthreads(8,8,1)]
void CSUpdate(uint3 id : SV_dispatchThreadID)
{
//if (id.x >= numAgents) { return; }
Agent agent = agents[id.x];
uint random = hash(agent.position.y * width + agent.position.x + hash(id.x));
float2 direction = float2(cos(agent.angle),sin(agent.angle));
float2 newPos = agent.position + direction * moveSpeed * DeltaTime;
if (newPos.x < 0 || newPos.x >= width || newPos.y < 0 || newPos.y >= height) {
newPos.x = min(width - 0.01,max(0,newPos.x));
newPos.y = min(height - 0.01,newPos.y));
agents[id.x].angle = scaletoRange01(random) * 2 * PI;
}
agents[id.x].position = newPos;
Result[int2(newPos.x,newPos.y)] = float4(1,1,1);
}
ShaderRun.cs:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShaderRun : MonoBehavIoUr
{
public ComputeShader computeShader;
public RenderTexture renderTexture;
public int twidth;
public int theight;
public int agentsnum;
ComputeBuffer agentsBuffer;
struct MyAgent
{
public Vector2 position;
public float angle;
};
// Start is called before the first frame update
void Start()
{
renderTexture = new RenderTexture(twidth,theight,24);
renderTexture.enableRandomWrite = true;
renderTexture.Create();
computeShader.SetTexture(0,"Result",renderTexture);
agentsBuffer = new ComputeBuffer(agentsnum,sizeof(float)*3); //make new compute buffer with specified size,and specified "stride" //stride is like the size of each element,in your case it would be 3 floats,since Vector3 is 3 floats.
ResetAgents();
computeShader.SetBuffer(0,"agents",agentsBuffer); //Linking the compute shader and cs shader buffers
computeShader.dispatch(0,renderTexture.width / 8,renderTexture.height / 8,1);
}
void OnRenderImage(RenderTexture src,RenderTexture dest)
{
Graphics.Blit(renderTexture,dest);
}
private void ResetAgents()
{
MyAgent[] aArray = new MyAgent[agentsnum];
for (int i=0; i<agentsnum; i++)
{
MyAgent a = new MyAgent();
a.position = new Vector2(128,128);
a.angle = 2 * (float)Math.PI * (i / agentsnum);
aArray[i] = a;
}
agentsBuffer.SetData(aArray);
ComputeStepFrame();
}
private void ComputeStepFrame()
{
computeShader.SetFloat("DeltaTime",Time.deltaTime);
int kernelHandle = computeShader.FindKernel("CSUpdate");
computeShader.SetBuffer(kernelHandle,agentsBuffer);
computeShader.dispatch(0,1);
}
// Update is called once per frame
void Update()
{
ComputeStepFrame();
}
}
这也是重新创建此代码的尝试:https://www.youtube.com/watch?v=X-iSQQgOd1A&t=730s(部分:Slime 的侧推)。结果必须像在视频中首次演示代理。 编辑:我真的建议您查看此视频。非常好!
解决方法
我也在做同样的事情。要启动 scaleToRange01 函数可能应该返回一个浮点数。至于位置,您可能想查看 C# 端,您如何初始化代理并将该数据放入缓冲区?需要在 C# 中创建一个类似的结构,然后像下面那样分配它。
int totalSize = (sizeof(float) * 2) + (sizeof(float));
agentBuffer = new ComputeBuffer(agents.Length,totalSize);
agentBuffer.SetData(agents);
computeShader.SetBuffer(0,"agents",agentBuffer);
,
我也在尝试重新创建这个。问题是 Sebastian 遗漏了他的 c# 代码和他的一些 HLSL,因此很难将不存在的部分放在一起。我昨天一整天都在不停地工作,终于让它执行演示 2。对我来说,最困难的事情是正确地获得线程并让 GPU 计算我需要的所有项目。我很害怕开始路径消散和路径感知,但老实说,进入演示 2 感觉很棒,这也是促使我坚持下去的原因。这个项目的一切都非常敏感,它不适合临时程序员。 (如果你还没有学习一些关于 HLSL 的知识。)另一件事是我不使用他的随机角度生成器,我刚刚创建了我自己的。我知道这无济于事,但只知道其他人也在努力解决这个问题。塞巴斯蒂安是个天才。