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Question by srimanth_d · Sep 28, 2016 at 08:43 PM · uv mappingsurface shadercompute shader

UVs are not mapped properly in my unity surface shader

Hi,

I am trying to use compute shaders with surface shaders with dx11 tesselation shaders ( Using unity's distance base tesselation example from unity guide ). I copied the generated code from surface shaders and used it as a seperate shader.

I am generating vertices for a plane in compute shader. The triangles are being generated properly but I seem to have to a problem with mapping the UVs. With using any texture all I get the is black plane.

Here is my surface shader's vertex shader:

 InternalTessInterp_appdata tessvert_surf(appdata v, uint id:SV_VertexID) {
     InternalTessInterp_appdata o;
     o.vertex = float4(vertexBuffer[id],1);
     o.tangent = v.tangent;
     o.normal = v.normal;
     o.texcoord = float2(o.vertex.x/16,o.vertex.y/16);
     return o;
 }

Here is my Compute shader (the value of thread group size x, group size y and z is 4)

 void GenerateMesh(uint3 id : SV_DispatchThreadID)
 {
     int idx = id.x + (id.y * thread_group_size_x * group_size_x) +
         (id.z * thread_group_size_x * group_size_y * group_size_z);
 
     float3 pos = float3(id.x, id.y, id.z);
 
     output[6 * idx + 0].pos = pos + float3(1, 1, 0);
     output[6 * idx + 1].pos = pos + float3(1, 0, 0);
     output[6 * idx + 2].pos = pos;
     output[6 * idx + 3].pos = pos;
     output[6 * idx + 4].pos = pos + float3(0, 1, 0);
     output[6 * idx + 5].pos = pos + float3(1, 1, 0);
 }

Here is my CSharp code

     void DrawMesh()
     {
         planetComputeShader.Dispatch(kernel, 4, 4, 1);
 
         planetTesselationMaterial.SetPass(0);
 
         planetTesselationMaterial.SetBuffer("vertexBuffer",vertexBuffer);
 
         Graphics.DrawProcedural(MeshTopology.Triangles,6 * 289);
     }

My final aim to create a procedural planet generated on GPU. I know I am far way from doing this but I am taking small steps :-) Please help me debug this. Thanks in advance.

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