/// <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);
        }
示例#2
0
        /// <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);
        }