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Question by vavra1 · May 29, 2020 at 08:39 AM · c#compute shader

How to add a Vector3 to a ComputeBuffer

I have problem adding an object of a user-defined class as data to a ComputeBuffer. Here is my code:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class RayTracingMaster : MonoBehaviour { class Sphere { public Vector3 position; public float radius; public Vector3 albedo; public Vector3 specular; } public class GroundPlane { public Vector3 albedo; public Vector3 specular; } public ComputeShader RayTracingShader; private RenderTexture _target; private Camera _camera; public Texture SkyboxTexture; private uint _currentSample = 0; private Material _addMaterial; public Light DirectionalLight; public Vector2 SphereRadius = new Vector2(3.0f, 8.0f); public uint SpheresMax = 100; public float SpherePlacementRadius = 100.0f; private ComputeBuffer _sphereBuffer; public GroundPlane Plane;

 private void OnEnable()
 {
     _currentSample = 0;
     SetUpScene();
 }
 private void OnDisable()
 {
     if (_sphereBuffer != null)
         _sphereBuffer.Release();
 }
 private void SetUpScene()
 {
     List<Sphere> spheres = new List<Sphere>();
     // Add a number of random spheres
     for (int i = 0; i < SpheresMax; i++)
     {
         Sphere sphere = new Sphere();
         // Radius and radius
         sphere.radius = SphereRadius.x + Random.value * (SphereRadius.y - SphereRadius.x);
         Vector2 randomPos = Random.insideUnitCircle * SpherePlacementRadius;
         sphere.position = new Vector3(randomPos.x, sphere.radius, randomPos.y);
         // Reject spheres that are intersecting others
         foreach (Sphere other in spheres)
         {
             float minDist = sphere.radius + other.radius;
             if (Vector3.SqrMagnitude(sphere.position - other.position) < minDist * minDist)
                 goto SkipSphere;
         }
         // Albedo and specular color
         Color color = Random.ColorHSV();
         bool metal = Random.value < 0.5f;
         sphere.albedo = metal ? Vector3.zero : new Vector3(color.r, color.g, color.b);
         sphere.specular = metal ? new Vector3(color.r, color.g, color.b) : Vector3.one * 0.04f;
         // Add the sphere to the list
         spheres.Add(sphere);
         SkipSphere:
         continue;
     }
     // Assign to compute buffer
     _sphereBuffer = new ComputeBuffer(spheres.Count, 40);
     _sphereBuffer.SetData<Sphere>(spheres);
 }
 private void Update()
 {
     if (transform.hasChanged)
     {
         _currentSample = 0;
         transform.hasChanged = false;
     }
 }
 private void OnRenderImage(RenderTexture source, RenderTexture destination)
 {
     SetShaderParameters();
     Render(destination);
 }
 private void Render(RenderTexture destination)
 {
     // Make sure we have a current render target
     InitRenderTexture();
     // Set the target and dispatch the compute shader
     RayTracingShader.SetTexture(0, "Result", _target);
     RayTracingShader.SetVector("_PixelOffset", new Vector2(Random.value, Random.value));
     int threadGroupsX = Mathf.CeilToInt(Screen.width / 8.0f);
     int threadGroupsY = Mathf.CeilToInt(Screen.height / 8.0f);
     RayTracingShader.Dispatch(0, threadGroupsX, threadGroupsY, 1);
     // Blit the result texture to the screen
     if (_addMaterial == null)
         _addMaterial = new Material(Shader.Find("Hidden/AddShader"));
     _addMaterial.SetFloat("_Sample", _currentSample);
     Graphics.Blit(_target, destination, _addMaterial);
     _currentSample++;
 }
 private void InitRenderTexture()
 {
     if (_target == null || _target.width != Screen.width || _target.height != Screen.height)
     {
         // Release render texture if we already have one
         if (_target != null)
             _target.Release();
         // Get a render target for Ray Tracing
         _target = new RenderTexture(Screen.width, Screen.height, 0,
             RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
         _target.enableRandomWrite = true;
         _target.Create();
     }
 }
 private void Awake()
 {
     _camera = GetComponent<Camera>();
 }
 private void SetShaderParameters()
 {
     RayTracingShader.SetBuffer(0, "_Spheres", _sphereBuffer);
     RayTracingShader.SetMatrix("_CameraToWorld", _camera.cameraToWorldMatrix);
     RayTracingShader.SetMatrix("_CameraInverseProjection", _camera.projectionMatrix.inverse);
     RayTracingShader.SetTexture(0, "_SkyboxTexture", SkyboxTexture);
     Vector3 l = DirectionalLight.transform.forward;
     RayTracingShader.SetVector("_DirectionalLight", new Vector4(l.x, l.y, l.z, DirectionalLight.intensity));
 }

} It throws this error: The type 'RayTracingMaster.Sphere' must be a non-nullable value type in order to use it as parameter 'T' in the generic type or method 'ComputeBuffer.SetData(List)'

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Answer by SloppyDepot · Apr 04, 2021 at 07:12 PM

Sphere should be a struct instead of a class.

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