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Question by wernerlom · Dec 27, 2020 at 07:47 PM · shader

Compute shaders not behaving as expected

Hi everyone, I'm new to Unity

I have generated an icosphere. It has a vector3 array (vertecies) that stores all the vertecies. Now I want to make it round:

 void setHeight(){
         Planet planet = transform.root.gameObject.GetComponent<Planet>();
         for (int i = 0; i < vertecies.Length; i++){
             vertecies[i] = vertecies[i].normalized * planet.radius;
         }
  }


alt text It works great. I now want to do the same by using a compute shader instead:

C#

 Planet planet = transform.root.gameObject.GetComponent<Planet>();
         ComputeShader shader = planet.shader;
         int handle = shader.FindKernel("SetRadius");
         ComputeBuffer buffer = new ComputeBuffer(vertecies.Length, sizeof(float) * 3);     
         buffer.SetData(vertecies); 
         shader.SetBuffer(handle,"vertecies", buffer);
         shader.SetFloat("radius", 1);
         shader.Dispatch(handle,vertecies.Length / 4,1,1);
         buffer.GetData(vertecies);
         buffer.Dispose();

HLSL

 #pragma kernel SetRadius
  
 RWStructuredBuffer<float3> vertecies;
 float radius;
  
 [numthreads(32,1,1)]
 void SetRadius (uint id : SV_DispatchThreadID)
 {
     float3 vertex = vertecies[id];
     float test = -abs(sqrt((vertex.x * vertex.x) + (vertex.y * vertex.y) + (vertex.z * vertex.z)));
     vertecies[id] = vertecies[id] * test * radius;
 }

and the result looks like this:

alt text

as I turn the camera, it morphs and wraps around. The picture above looks different depending on the camera's angle.

I thought I understand the concept of compute shaders but it looks like I don't. Can anyone please explain why I get different results when using a compute shader instead of pure C#?

sphere.png (69.0 kB)
shadysphere.png (240.6 kB)
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Answer by wernerlom · Dec 27, 2020 at 10:29 PM

Turns out my formula was wrong. To convert the vector to a unit vector, I had to divide by the magnitude in the shader, not multiply.

So this:

vertecies[id] = vertecies[id] * test* radius;

becomes this:

vertecies[id] = vertecies[id] / test* radius;

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