Hey,
Currently, I am using ComputeShader to retrieve displaced vertices data from the GPU to the CPU. UI then use this data to transform a mesh and obtain its exact world position via the ComputeBuffer.GetData method.
However, as the GetData method doesnt scale very well, I am exploring alternative options to transform the mesh and seperate the required calculations from the mesh transformation process. The calculations for the mesh and the retrieved data are the same, i just dont need them for every mesh.
My plan is to retrieve the data back to the CPU only when necessary and transform the mesh directly on the GPU. I am wondering if there is a way to send the ComputeShader GPU data directly to the mesh, rather than retrieving it back to the CPU to displace the vertices. Is this possible?
PS: The mesh transformation is only visual, so the actual vertices displacement doesn’t need to happen as long as the result would be visual the same.
Thanks for reading ![]()