private void SetupTextureAndKernelFloatR() { _3dTexture = RenderTextureUtil.Create3D(__Size.Width, __Size.Height, __Size.Depth, RenderTextureFormat.RFloat, true); _KernelGetRFloat = _ReadWriteShader.FindKernelOrWarn(KERNELGET_RFLOAT, ref _IsReady); _KernelSetRFloat = _ReadWriteShader.FindKernelOrWarn(KERNELSET_RFLOAT, ref _IsReady); _KernelGetRFloatColor = _ReadWriteShader.FindKernelOrWarn(KERNELGET_RFLOATCOLOR, ref _IsReady); _KernelSetRFloatColor = _ReadWriteShader.FindKernelOrWarn(KERNELSET_RFLOATCOLOR, ref _IsReady); }
private void SetupShader() { _Shader = ComputeShaderUtil.FindComputeOrWarn(SHADERPATH, out _IsReady); if (_IsReady) { _Kernel = _Shader.FindKernelOrWarn(SHADERKERNEL, ref _IsReady); } }
private void SetupShader() { _Shader = ComputeShaderUtil.FindComputeOrWarn(SHADER_PATH, out _IsReady); _SumKernel = _Shader.FindKernelOrWarn(KERNEL_NAME, ref _IsReady); }