C# 计算着色器isn';t更新

C# 计算着色器isn';t更新,c#,unity3d,shader,compute-shader,C#,Unity3d,Shader,Compute Shader,我有两个文件(NewComputeShader.compute和ShaderRun.cs)ShaderRun.cs运行着色器并在摄影机上绘制其纹理(脚本是摄影机的组件) 开始时,unity在左下角绘制一个白色像素。 (Twidth=256,Theight=256,agentnum=10) NewComputeShader.compute: // Each #kernel tells which function to compile; you can have many kernels #pra

我有两个文件(NewComputeShader.compute和ShaderRun.cs)ShaderRun.cs运行着色器并在摄影机上绘制其纹理(脚本是摄影机的组件)

开始时,unity在左下角绘制一个白色像素。 (Twidth=256,Theight=256,agentnum=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, max(0, newPos.y));
        agents[id.x].angle = scaleToRange01(random) * 2 * PI;
    }

    agents[id.x].position = newPos;
    Result[int2(newPos.x, newPos.y)] = float4(1,1,1,1);
}
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, "agents", agentsBuffer);
        computeShader.Dispatch(0, renderTexture.width / 8, renderTexture.height / 8, 1);
    }

    // Update is called once per frame
    void Update()
    {
        ComputeStepFrame();
    }
}
//每个#内核告诉我们编译哪个函数;你可以有很多内核
#pragma内核更新
//使用enableRandomWrite标志创建RenderTexture并设置它
//使用cs.settxture
rwd结果;
uint宽度=256;
单位高度=256;
int numAgents=10;
浮动速度=100;
uint PI=3.1415926535;
浮点数DeltaTime=1;
uint哈希(uint状态){
州^=2747636419u;
状态*=2654435769u;
州^=州>>16;
状态*=2654435769u;
州^=州>>16;
状态*=2654435769u;
返回状态;
}
uint scaleToRange01(uint状态){
州/=4294967295.0;
返回状态;
}
结构代理{
浮动2位;
浮动角;
};
RWStructuredBuffer(部分:粘液侧钻)。结果必须像视频中的代理的第一次演示一样。

编辑:我真的建议你看看这段视频。非常好

我也在这样做。要启动scaleToRange01函数,可能需要返回一个浮点。至于位置,您可能想看看C端,您如何初始化代理并将数据放入缓冲区?需要在C#中创建一个类似的结构,然后按如下方式分配它

int totalSize = (sizeof(float) * 2) + (sizeof(float));
agentBuffer = new ComputeBuffer(agents.Length, totalSize);
agentBuffer.SetData(agents);
computeShader.SetBuffer(0, "agents", agentBuffer);

我也在试图重现这一点。问题是塞巴斯蒂安遗漏了他的c#代码和一些HLSL,因此很难将不存在的部分组合起来。昨天我不停地工作了一整天,终于完成了演示2。对我来说,最困难的事情是正确地获取线程,并让GPU计算我需要的所有项目。我很害怕开始步道消散和步道感觉,但老实说,进入演示2感觉很棒,这正是促使我坚持下去的原因。这个项目的每件事都很棘手,不适合随意的程序员。(如果你没有的话,也可以了解一下HLSL。)另一件事是我没有使用他的随机角度生成器,我只是创建了自己的。我知道这没有帮助,但我知道其他人也在努力克服这一点。塞巴斯蒂安是个天才