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Question by captaintechnicality · Feb 08, 2018 at 10:51 PM · shadersshader programmingcompute shader

Reading and Writing to the same texture

Hi, I am trying to create a paint-like shader where the shader draws color into a texture while preserving the paint from the previous frame.

 #pragma kernel Paint
 
 Texture2D<float4> Input;
 RWTexture2D<float4> Out;
 SamplerState samplerInput;
 
 float2 position;
 float radius;
 
 [numthreads(32, 32, 1)]
 void Paint(uint3 id : SV_DispatchThreadID)
 {
     float4 colorIn = Out[id.xy];
     float xdist = position.x - id.x;
     float ydist = position.y - id.y;
     float dist = sqrt(xdist * xdist + ydist * ydist);
     int on = sign(radius - dist);
     Out[id.xy] = float4(max(colorIn.r, on), 0.0, 0.0, 1.0);
 }

This code was working, but stopped working when I updated to Unity 2017.3.1f1. Is there a better way to do this that won't break when Unity updates?

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