17 lines
612 B
Plaintext
17 lines
612 B
Plaintext
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// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel CSMain
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// Create a StructuredBuffer/ComputeBuffer with read only flag.
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StructuredBuffer<int> inputData;
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// Create a StructuredBuffer/ComputeBuffer with read & write flag.
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RWStructuredBuffer<int> outputData;
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// We allocate 20 threads one for each number given to the shader.
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// CSMain is the entry point we use we have to define the entry points as kernel.
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[numthreads(20,1,1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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// We use the thead id as index for the data.
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outputData[id.x] = 2 * inputData[id.x];
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}
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