UnityEngine.ComputeShader.Dispatch C# (CSharp) Method

Dispatch() private method

private Dispatch ( int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ ) : void
kernelIndex int
threadGroupsX int
threadGroupsY int
threadGroupsZ int
return void
        public extern void Dispatch(int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ);
        [ExcludeFromDocs]

Usage Example

コード例 #1
0
    /// <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::Dispatch