C# Github项目上的错误-“;值不能为空"&引用;未设置内核索引(1)处的属性(particleBuffer)";
我正在努力学习计算着色器,这个项目真的很棒。是的 但当我运行它时,有些错误我无法解决: ArgumentNullException:值不能为null。参数名称:着色器 ArgumentNullException:值不能为null。参数名称:物料 计算着色器(ParticleLogic):未设置内核索引(1)处的属性(particleBuffer) 你知道怎么修理吗?我正在使用Unity 2019.3.0a7 这只发生在“湍流彩虹GPU粒子”示例的代码中,因此我一直在查看文件并更改文件路径,并尝试手动为其提供材质 我只是觉得我不知道发生了什么,所以我一直在寻求帮助。谢谢你的帮助 相关代码C# Github项目上的错误-“;值不能为空"&引用;未设置内核索引(1)处的属性(particleBuffer)";,c#,unity3d,kernel,shader,C#,Unity3d,Kernel,Shader,我正在努力学习计算着色器,这个项目真的很棒。是的 但当我运行它时,有些错误我无法解决: ArgumentNullException:值不能为null。参数名称:着色器 ArgumentNullException:值不能为null。参数名称:物料 计算着色器(ParticleLogic):未设置内核索引(1)处的属性(particleBuffer) 你知道怎么修理吗?我正在使用Unity 2019.3.0a7 这只发生在“湍流彩虹GPU粒子”示例的代码中,因此我一直在查看文件并更改文件路径,并尝试
using UnityEngine;
using CjLib;
namespace TurbulentRainbowGpuParticles
{
public class Main : MonoBehaviour
{
public ComputeShader m_shader;
private const int kNumParticles = 10000;
/*
private struct Particle
{
// 4 floats
Vector3 m_position;
float m_damping;
// 4 floats
Quaternion m_rotation;
// 4 floats
Vector3 m_linearVelocity;
float m_scale;
// 4 floats
Quaternion m_angularVelocity;
// 4 floats
Vector4 m_lifetime;
// 4 floats
Color m_color;
};
*/
private ComputeBuffer m_computeBuffer;
private ComputeBuffer m_instanceArgsBuffer;
//private Particle[] m_debugBuffer;
private Mesh m_mesh;
private Material m_material;
private MaterialPropertyBlock m_materialProperties;
private int m_csInitKernelId;
private int m_csStepKernelId;
private int m_csParticleBufferId;
private int m_csScaleId;
private int m_csDampingId;
private int m_csSpeedId;
private int m_csLifetimeId;
private int m_csNumParticlesId;
private int m_csTimeId;
void OnEnable()
{
m_mesh = new Mesh();
m_mesh = PrimitiveMeshFactory.BoxFlatShaded();
int particleStride = sizeof(float) * 24;
m_computeBuffer = new ComputeBuffer(kNumParticles, particleStride);
uint[] instanceArgs = new uint[] { 0, 0, 0, 0, 0 };
m_instanceArgsBuffer = new ComputeBuffer(1, instanceArgs.Length * sizeof(uint), ComputeBufferType.IndirectArguments);
instanceArgs[0] = (uint) m_mesh.GetIndexCount(0);
instanceArgs[1] = (uint) kNumParticles;
instanceArgs[2] = (uint) m_mesh.GetIndexStart(0);
instanceArgs[3] = (uint) m_mesh.GetBaseVertex(0);
m_instanceArgsBuffer.SetData(instanceArgs);
//m_debugBuffer = new Particle[kNumParticles];
m_csInitKernelId = m_shader.FindKernel("Init");
m_csStepKernelId = m_shader.FindKernel("Step");
m_csParticleBufferId = Shader.PropertyToID("particleBuffer");
m_csScaleId = Shader.PropertyToID("scale");
m_csDampingId = Shader.PropertyToID("damping");
m_csSpeedId = Shader.PropertyToID("speed");
m_csLifetimeId = Shader.PropertyToID("lifetime");
m_csNumParticlesId = Shader.PropertyToID("numParticles");
m_csTimeId = Shader.PropertyToID("time");
m_material = new Material(Shader.Find("CjLib/Example/TurbulentRainbowGpuParticles"));
m_material.enableInstancing = true;
m_material.SetBuffer(m_csParticleBufferId, m_computeBuffer);
m_materialProperties = new MaterialPropertyBlock();
m_shader.SetFloats(m_csScaleId, new float[] { 0.15f, 0.3f });
m_shader.SetFloat(m_csDampingId, 6.0f);
m_shader.SetFloats(m_csSpeedId, new float[] { 3.0f, 4.0f, 1.0f, 6.0f });
m_shader.SetFloats(m_csLifetimeId, new float[] { 0.1f, 0.5f, 0.5f, 0.1f });
m_shader.SetInt(m_csNumParticlesId, kNumParticles);
m_shader.SetBuffer(m_csInitKernelId, m_csParticleBufferId, m_computeBuffer);
m_shader.SetBuffer(m_csStepKernelId, m_csParticleBufferId, m_computeBuffer);
m_shader.Dispatch(m_csInitKernelId, kNumParticles, 1, 1);
//m_computeBuffer.GetData(m_debugBuffer);
}
void Update()
{
m_shader.SetFloats(m_csTimeId, new float[] { Time.time, Time.fixedDeltaTime });
m_shader.Dispatch(m_csStepKernelId, kNumParticles, 1, 1);
//m_computeBuffer.GetData(m_debugBuffer);
Graphics.DrawMeshInstancedIndirect(m_mesh, 0, m_material, new Bounds(Vector3.zero, 20.0f * Vector3.one), m_instanceArgsBuffer, 0, m_materialProperties, UnityEngine.Rendering.ShadowCastingMode.On);
}
void OnDisable()
{
if (m_computeBuffer != null)
{
m_computeBuffer.Dispose();
m_computeBuffer = null;
}
if (m_instanceArgsBuffer != null)
{
m_instanceArgsBuffer.Dispose();
m_instanceArgsBuffer = null;
}
}
}
}
修正:
可能不相关,但一般来说:是alpha版本。与任何其他alpha版本一样,它只用于测试新功能,不太可能充满bug和错误——这就是拥有alpha和beta版本的全部目的。生产不稳定。您应该尝试使用最新的稳定版本(当前为
2019.1.8
),并查看错误是否消失。(进行备份| |在切换版本之前使用版本控制..您永远不知道)您是否尝试过使用断点并逐行调试?您有许多可能返回null的着色器.PropertyToID
。另外,Shader.Find
是一个空候选项…非常感谢!通过切换到稳定的Unity版本并修复Shader.Find,通过此方法()修复了它!!=]!