protected override void InitializeComputeShader() { width = Screen.width; height = Screen.height; solverTex = RenderUtility.CreateRenderTexture(width >> lod, height >> lod, 0, RenderTextureFormat.ARGBFloat, TextureWrapMode.Clamp, FilterMode.Point, solverTex); densityTex = RenderUtility.CreateRenderTexture(width >> lod, height >> lod, 0, RenderTextureFormat.RHalf, TextureWrapMode.Clamp, FilterMode.Point, densityTex); velocityTex = RenderUtility.CreateRenderTexture(width >> lod, height >> lod, 0, RenderTextureFormat.RGHalf, TextureWrapMode.Clamp, FilterMode.Point, velocityTex); prevTex = RenderUtility.CreateRenderTexture(width >> lod, height >> lod, 0, RenderTextureFormat.ARGBFloat, TextureWrapMode.Clamp, FilterMode.Point, prevTex); Shader.SetGlobalTexture(solverTexId, solverTex); }