public void Initialize() { // Initialize Buffers hairNodeCompute = new HairNodeComute("hairNodesBuffer"); circleColliderCompute = new circleColliderCompute("circleCollidersBuffer"); textureCompute = new RenderTextureCompute("textureOut", new int3(1024, 1024, 32)); // Initialize Shaders ComputeShader shader = Resources.Load <ComputeShader>("shader"); computeGroupBase = new ComputeGroupBase(shader, "pixelCalc", new int3(32, 32, 1), new List <ComputeBase> { hairNodeCompute, circleColliderCompute, textureCompute }); }
public void Initialize() { // Initializes buffers areaRectCompute = new AreaRectCompute("rect"); colorsCompute = new ColorsCompute("colors"); textureCompute = new RenderTextureCompute("textureOut", new int3(1024, 1024, 32)); // Initializes Shader. ComputeShader shader = Resources.Load <ComputeShader>("csFractal"); computeGroupBase = new ComputeGroupBase(shader, "pixelCalc", new int3(32, 32, 1), new List <ComputeBase> { areaRectCompute, colorsCompute, textureCompute }); UpdateViewEvent.Invoke(textureCompute.result); }