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Question by EmmetOT · Jan 07, 2018 at 04:48 PM · shadersshader programmingcompute shader

Compute shader "Fill With Red" example not working

I want to get started with compute shaders but I seem to be stuck on the very first step.

Here is my example code:

 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.G))
     {
         m_outputRenderTexture = new RenderTexture(m_width, m_height, 0);
         m_outputRenderTexture.enableRandomWrite = true;

         int kernelIndex = m_computeShader.FindKernel("CSMain");
         m_computeShader.SetTexture(kernelIndex, "OutputTexture", m_outputRenderTexture);
         m_computeShader.Dispatch(kernelIndex, 1, 1, 1);
     }
 }

and the referenced compute shader:

 #pragma kernel CSMain

 RWTexture2D<float4> OutputTexture;

 [numthreads(1,1,1)]
 void CSMain (uint3 id : SV_DispatchThreadID)
 {
     OutputTexture[id.xy] = float4(1, 0, 0, 1);
 }

So when I press "G" I should see "m_outputRenderTexture" become red, I think? Nothing seems to be happening, though. I've tried getting compute shaders to fill simple buffers successfully so I at least know they're working.

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Answer by Bunny83 · Jan 09, 2018 at 11:12 AM

You dispatch your compute shader with 1,1,1 thread groups. So you run your shader code only for a single pixel (0,0). You have to pass your image resolution here.

Though it's actually common to define numthreads inside the shader with a higher values to increase performance. Since textures are usually a power of two and usually larger than 8x8 most use [numthreads(8,8,1)] and then dispatch the shader like this:

 m_computeShader.Dispatch(kernelIndex, xResolution / 8, yResolution / 8, 1);

For more information see this MSDN page


Keep in mind that numthreads has some hardlimits how many threads you can define in a thread group

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