コード例 #1
0
        public void OnCreate()
        {
            m_DeformedMeshData = new ComputeBufferWrapper <VertexData>("_DeformedMeshData", k_ChunkSize);
            m_SharedMeshBuffer = new ComputeBufferWrapper <VertexData>("_SharedMeshData", k_ChunkSize);

            m_DeformedMeshData.PushDataToGlobal();
        }
コード例 #2
0
        public void OnCreate()
        {
            m_ComputeShader = Resources.Load <ComputeShader>("BlendShapeComputeShader");
            Debug.Assert(m_ComputeShader != null, "BlendShapeCompute shader was not found!");

            m_Kernel = m_ComputeShader.FindKernel("BlendShapeComputeKernel");

            m_BlendShapeVertexBuffer = new ComputeBufferWrapper <BlendShapeVertexDelta>("_BlendShapeVertexDeltas", k_ChunkSize, m_ComputeShader);
            m_BlendShapeOffsetBuffer = new ComputeBufferWrapper <uint2>("_BlendShapeOffsetAndCount", k_ChunkSize, m_ComputeShader);
            m_BlendWeights           = new ComputeBufferWrapper <float>("_BlendShapeWeights", k_ChunkSize);
        }
コード例 #3
0
        public void OnCreate()
        {
#if ENABLE_COMPUTE_DEFORMATIONS
            m_ComputeShader = Resources.Load <ComputeShader>("SkinningComputeShader");
            Debug.Assert(m_ComputeShader != null, "Compute shader was not found!");

            m_Kernel = m_ComputeShader.FindKernel("SkinningComputeKernel");

            m_SharedBoneWeightsBuffer = new ComputeBufferWrapper <BoneWeight>("_SharedMeshBoneWeights", k_ChunkSize, m_ComputeShader);
            m_InfluenceOffsetBuffer   = new ComputeBufferWrapper <uint2>("_InfluencesOffsetAndCount", k_ChunkSize, m_ComputeShader);
#endif
            m_SkinMatrices = new ComputeBufferWrapper <float3x4>("_SkinMatrices", k_ChunkSize);
        }