计算着色器未更新

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)

NewComputeShader.compute:

// 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。