I have been following this tutorial/blog thing: http://three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/
I'm stuck on the 'reflections' section, I think I have coded (more like 'copied', let's be realistic) everything that I need to, but when I press play, I get:
.
"RayTracingShader.compute: Kernel at index (0) is invalid
UnityEngine.ComputeShader:Dispatch(Int32, Int32, Int32, Int32)"
.
There's more, but here's what I don't understand:
Why does it say the kernel is invalid?
Why does it say Dispatch(int32, int32, int32, int32) where the actual dispatch looks like: "RayTracingShader.Dispatch(0, threadGroupsX, threadGroupsY, 1);"
Have I just left something out and didn't notice?
.
I'm just starting to learn how to use computes shaders and I don't really understand it, any help would be greatly appreciated.
↧