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Question by flamegear123 · Nov 26, 2021 at 11:20 PM · shaderstexture2dcompute shader

Compute Shader Outputting Black

Hey All.

Just trying to get my head around compute shaders, and just wanted to set an input texture as the output texture.

Whenever I do this, I simply get a black output from the processed texture (code below) that is being rendered to a RawImage UI Element.

Am I indexing the input image wrong maybe?

Any help would be much appreciated.

Compute shader:

 // Each #kernel tells which function to compile; you can have many kernels
 #pragma kernel CSMain
 
 // Input Texture
 Texture2D<float4> imageInput;
 
 // Create a RenderTexture with enableRandomWrite flag and set it
 // with cs.SetTexture
 RWTexture2D<float4> Result;
 
 [numthreads(1,1,1)]
 void CSMain (uint3 id : SV_DispatchThreadID)
 {
     // TODO: insert actual code here!
     Result[id.xy] = imageInput[id.xy];
 }
 


C# Script:

 public class TestCamera : MonoBehaviour
 {
     public RenderTexture testTexture;
     public RenderTexture processedTexture;
     public RawImage testUI;
     public ComputeShader computeShader;
     public GameObject boat;
     
     // Start is called before the first frame update
     void Start()
     {
         testTexture = GetComponent<Camera>().targetTexture;
 
         // Set Up Render Texture
         processedTexture = new RenderTexture(256, 256, 24);
         processedTexture.enableRandomWrite = true;
         processedTexture.Create();
 
         // Dispatch Compute Shader
         int shaderKernal = computeShader.FindKernel("CSMain");
 
         computeShader.SetTexture(shaderKernal, "Result", processedTexture);
         computeShader.SetTexture(shaderKernal, "imageInput", testTexture);
         
         computeShader.Dispatch(shaderKernal, testTexture.width, testTexture.height, 1);
     }
 
     // Update is called once per frame
     void Update()
     {
         testUI.texture = processedTexture;
         transform.position = new Vector3(boat.transform.position.x, transform.position.y, boat.transform.position.z);
     }
 }
 
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