So to continue this tutorial is about counter buffers. All the compute buffer types in Unity have a count property. For structured …
Tag: GPGPU
DirectCompute tutorial for Unity 6: Consume buffers
This tutorial will be covering how to use consume buffers in Direct Compute. This tutorial was originally going to be combined with …
DirectCompute tutorial for Unity 5: Append buffers
In today’s tutorial I will be expanding on the topic of buffers covered in the last tutorial by introducing append buffers. These …
DirectCompute tutorial for Unity 4: Buffers
In DirectCompute there are two types of data structures you will be using, textures and buffers. Last tutorial covered textures and today …
DirectCompute tutorial for Unity 3: Textures
The focus of days tutorial is on textures. These are arguably the most important feature when using DirectCompute. It is highly likely …
DirectCompute tutorial for Unity 2: Kernels and thread groups
Today I will be going over the core concepts for writing compute shaders in Unity. At the heart of a compute …
DirectCompute tutorial for Unity 1: Introduction
unity的GPGPU的使用方式computeshader真的非常让人震惊,代码已经不再向openCL,CUDA一样的难读难写难于维护,整体上已经非常好用了。 在这个基础上,等待显卡这两年的跨越式发展后,游戏中采用GPU的并行计算能力会变得非常普及。 这样以后对于原来CPU上面的所有的for/while/foreach等操作都可以进行GPU封装,让用户可以无意识的,或者简单选择的使用GPU并行计算能力。 原文地址:https://scrawkblog.com/category/directcompute 下面开始是教程正文翻译,不想看英文只需看中文总结就可以: At this time Unity just started to support Microsofts DirectX 11 and with DirectX 11 came the …