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Question by Trooglevroom · Feb 10, 2017 at 07:31 PM · volumecompute shadersample

Compute Shader compile error from Texture3D.Sample()

I'm trying to sample a 3D noise texture that I generate elsewhere and pass to my ComputeShader. However, when compiling the following, all I get is "Shader error in 'DensityGenerator.compute': cannot map expression to cs_5_0 instruction set at DensityGenerator.compute(14) (on d3d11)".

I really haven't got a clue where to start with this. It looks right and the only way to get it to compile is to comment out line 14 (noiseVol.Sample(), specifically).

What obvious bug have I missed?

 #pragma kernel Density
 
 Texture3D<float4>         noiseVol;
 SamplerState              samplerNoiseVol;
 RWStructuredBuffer<float> voxels;
 
 [numthreads(32,32,1)]
 void Density (uint3 threadId : SV_DispatchThreadID, uint3 groupId : SV_GroupID)
 {
     int size = 32;
     int3 voxPos   = threadId; // Just rename this for the sake of clarity
 
     float density = 0;//-voxPos.y;
     density += noiseVol.Sample(samplerNoiseVol, voxPos, 0).z;
     voxels[voxPos.x + voxPos.y*size + voxPos.z*size*size] = density;
 }


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Answer by navot · Nov 08, 2017 at 07:12 PM

Just ran into the same problem, so for anyone coming across this problem in the future, replacing

 Texture.Sample(sampler, pos);

with

 Texture.SampleLevel(sampler, pos, 0); //The 0 at the end is the mip level

fixed it for me

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avatar image tossrock · Oct 27, 2019 at 12:01 AM 0
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This helped me a lot with a similar problem (sampling a texture with a hardcoded SamplerState in a ComputeShader), thanks.

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