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Hi
Over the past week and a bit, I have been trying to work out how to implement an HLSL Shader in Unity 5 which displaces the vertices of a sphere.
What I'm trying to work out is how do I effectively pass information from one frame to the next so that I can 'save' the calculated velocities of each vertex. i.e. I calculate a float3 in my shader that I want to carry over to the next time the shader is run (next frame).
I made a SO post about this, to no avail: http://stackoverflow.com/questions/32342505/hlsl-render-to-texture
I've read ( http.developer.nvidia.com/GPUGems/gpugems_ch38.html ) that the best method is to update a texture which can represent such data, however I can not find any information on how to do this in Unity.
Any help will be much appreciated.
Thanks.
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