How will compute shaders be supported for visionOS? Will Shader Graph be updated to support compute shaders?
This is more a question for Apple, but I have no knowledge of any plans on their end to support compute shaders in visionOS’s ShaderGraphMaterial.
Although I should add that it is possible to use compute shaders to render to a RenderTexture in Unity, which can then be used in a PolySpatial material.
I’m currently exploring compute shaders in a project for vision pro, but somehow i cannot seem to dispatch compute shaders from the update loop. Herse a screenshot of my code, if i uncomment the line //Dispatch(); in start it will work once, but if i do it from update it wont. The “updatThing” is just cubes i’m rotating to verify that the code is at least running.
Do you have any ide of why this could happen?
Yes; the RenderTexture isn’t dirtied automatically when the compute shader updates it. You will have to call PolySpatialObjectUtils.MarkDirty so that PolySpatial knows to retransmit it.