Quantcast
Channel: Questions in topic: "compute shader"
Viewing all articles
Browse latest Browse all 287

compute shader in order access of pixels

$
0
0
I'm working on a compute shader for a 3d texture where I want to evaluate pixels in a specific order, is there any way to do this? let's say that I have made a texture using the following code; tex = new RenderTexture(64, 64, 0); tex.volumeDepth = 6; tex.isVolume = true; tex.enableRandomWrite = true; tex.Create(); Now let's say that for example I want to make the following computation on the gpu rather then cpu: tex[0]=basetex //all values where z =0 are some basic 2d texture for(int z=1;z<6;z++){ //loop over every z level for(int x=1;x<64;x++){ //loop over every x level for(int y=1;y<64;y++){ //loop over every y value tex[x][y][z-1]=tex[x-1][y][z-1]+tex[x-1][y][z-1]+tex[x][y-1][z-1]+tex[x][y+1][z-1] //add all values next to this pixel on the z value bellow } } }

Viewing all articles
Browse latest Browse all 287

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>