/// <summary> /// Fill a RenderTexture with a slice/batch of a tensor. /// </summary> public void ToRenderTexture(UnityEngine.RenderTexture target, int batch, int fromChannel, Vector4 scale, Vector4 bias, Texture3D lut = null) { var gpuBackend = new ReferenceComputeOps(ComputeShaderSingleton.Instance.referenceKernels); gpuBackend.TensorToRenderTexture(this, target, batch, fromChannel, scale, bias, lut); }
/// <summary> /// Fill a RenderTexture with a slice/batch of a tensor. /// </summary> public void ToRenderTexture(UnityEngine.RenderTexture target, int batch = 0, int fromChannel = 0, float scale = 1.0f, float bias = 0f) { var gpuBackend = new ReferenceComputeOps(ComputeShaderSingleton.Instance.referenceKernels); gpuBackend.TensorToRenderTexture(this, target, batch, fromChannel, scale, bias); }