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# 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

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

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:

  • 切换到最新的稳定版Unity版本

  • 修复着色器。通过此方法查找()

  • (可选)如果您像我一样遇到C语言规范错误,请访问TimeWalk组织的帖子


  • 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!!=]!