Compute Shader, read from calculated buffer
Use case - get the GPU to calculate a bunch of X,Y,Z coordinates for an arbitrary number of instanced prefabs in Unity. On the Unity C# side, we need : To specify a compute shader, a handle for the compute shader, a buffer that we'll be writing to in the shader, a prefab, the number of prefabs we want, an array for the instanced prefabs, an array for the coordinate data. Any extra variables we want to pass over, eg time. On the compute shader side we need : To specify a read-write buffer, instead of a texture that we created in the previous post. The buffer will be of float3 type, which is how HLSL calls a vector3. That's actually it... Here's the Compute Shader code - #pragma kernel boxMove RWStructuredBuffer<float3> yesBlad; float time; [numthreads(64,1,1)] void boxMove (uint3 id : SV_DispatchThreadID) { float xpos = (float)id.x; float ypos = sin(id.x+time)*50; float zpos = cos(id.x +time)* 50; ...