Ejemplo n.º 1
0
    private void UpdateFunctionOnGPU()
    {
        float step = 2f / resolution;

        computeShader.SetInt(resolutionID, resolution);
        computeShader.SetFloat(stepID, step);
        computeShader.SetFloat(timeID, Time.time);
        if (transitioning)
        {
            computeShader.SetFloat(
                transitionProgressiD,
                Mathf.SmoothStep(0f, 1f, duration / transitionDuration));
        }


        int kernelIndex = function.indexNumber + (int)(transitioning ?
                                                       previousFunction.indexNumber : currentFunction.indexNumber) * function.GetFunctionCount();

        computeShader.SetBuffer(kernelIndex, positionsID, positionsBuffer);

        int groups = Mathf.CeilToInt(resolution / 8f);

        computeShader.Dispatch(kernelIndex, groups, groups, 1);

        material.SetBuffer(positionsID, positionsBuffer);
        material.SetFloat(stepID, step);
        var bounds = new Bounds(Vector3.zero, Vector3.one * (2f + 2f / resolution));

        Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, resolution * resolution);
    }