UnityEngine.ComputeShader.SetTexture C# (CSharp) Method

SetTexture() public method

Set a texture parameter.

public SetTexture ( int kernelIndex, string name, Texture texture ) : void
kernelIndex int For which kernel the texture is being set. See FindKernel.
name string Name of the buffer variable in shader code.
texture Texture Texture to set.
return void
        public void SetTexture(int kernelIndex, string name, Texture texture)
        {
            this.SetTexture(kernelIndex, Shader.PropertyToID(name), texture);
        }

Same methods

ComputeShader::SetTexture ( int kernelIndex, int nameID, Texture texture ) : void

Usage Example

Esempio n. 1
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    /// <summary>
    /// Uses the GPU to generate a RenderTexture where the pixels in the texture represent noise.
    /// Set the octaves variable before calling this to a desired value.
    /// </summary>
    /// <returns>RenderTexture</returns>
    /// <param name="width"> Width of the texture to generate. </param>
    /// <param name="height"> Height of the texture to generate. </param>
    /// <param name="noiseOffsetX"> X Coordinate of the offset for the noise on the texture. </param>
    /// <param name="noiseOffsetY"> Y Coordinate of the offset for the noise on the texture. </param>
    /// <param name="noiseScale"> Value to scale the noise coordinates by. </param>
    /// <param name="normalize"> Whether or not to remap the noise from (-1, 1) to (0, 1). </param>
    public static UnityEngine.RenderTexture GetNoiseRenderTexture(int width, int height, float noiseOffsetX = 0, float noiseOffsetY = 0, float noiseScale = 0.01f, bool normalize = true)
    {
        UnityEngine.RenderTexture retTex = new UnityEngine.RenderTexture(width, height, 0);
        retTex.enableRandomWrite = true;
        retTex.Create();

        UnityEngine.ComputeShader shader = UnityEngine.Resources.Load(shaderPath) as UnityEngine.ComputeShader;
        if (shader == null)
        {
            UnityEngine.Debug.LogError(noShaderMsg);
            return(null);
        }

        int[] resInts = { width, height };

        int kernel = shader.FindKernel("ComputeNoise");

        shader.SetTexture(kernel, "Result", retTex);
        SetShaderVars(shader, new UnityEngine.Vector2(noiseOffsetX, noiseOffsetY), normalize, noiseScale);
        shader.SetInts("reses", resInts);

        UnityEngine.ComputeBuffer permBuffer = new UnityEngine.ComputeBuffer(perm.Length, 4);
        permBuffer.SetData(perm);
        shader.SetBuffer(kernel, "perm", permBuffer);

        shader.Dispatch(kernel, width / 14, height / 15, 1);

        permBuffer.Release();

        return(retTex);
    }
All Usage Examples Of UnityEngine.ComputeShader::SetTexture