Shader here
Shader "RW Structured Buffer"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
}
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 5.0
sampler2D _MainTex;
RWStructuredBuffer<float3> data : register(u4);
struct APPDATA
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
uint id : SV_VertexID;
};
struct SHADERDATA
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
SHADERDATA vertex_shader (APPDATA IN)
{
SHADERDATA vs;
// IN.vertex.y = 0.0-tex2Dlod(_MainTex,float4(IN.uv,0,0)).r*(sin(_Time.g)*0.5+0.5);
data[IN.id] =float3(3.4,2.4,3.4);
vs.vertex = UnityObjectToClipPos(IN.vertex);
vs.uv = IN.uv;
return vs;
}
float4 pixel_shader (SHADERDATA ps) : SV_TARGET
{
return tex2D(_MainTex,ps.uv);
}
ENDCG
}
}
}
and script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class tmp : MonoBehaviour {
public Material material;
public GameObject plane;
ComputeBuffer compute_buffer;
Mesh mesh;
Vector3[] data;
void Start()
{
mesh = plane.GetComponent<MeshFilter>().mesh;
data = mesh.vertices;
compute_buffer = new ComputeBuffer(data.Length, sizeof(float)*3, ComputeBufferType.Default);
}
void Update()
{
Graphics.ClearRandomWriteTargets();
material.SetPass(0);
material.SetBuffer("data", compute_buffer);
Graphics.SetRandomWriteTarget(4, compute_buffer,false);
compute_buffer.GetData(data);
if(Time.frameCount%10==0)
for (int i = 0; i < data.Length; i++)
{
Debug.Log(data[i]);
}
}
void OnDestroy()
{
compute_buffer.Dispose();
}
}
log say
Afer I set buffer in vertex shader with data[IN.id] =float3(3.4,2.4,3.4);
Anyone know what’s happen here.