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Question by mihaitron_unity · Apr 12 at 05:29 AM · renderingenumcompute shader

Send enums to compute shader?

Hey guys! I'm having problems sending an enum value to a compute shader.

What I basically have is a component Shape with a public enum ShapeType and a public attribute shapeType of type ShapeType, so I can select it from the inspector.

 public class Shape : MonoBehaviour
 {
     public enum ShapeType {Sphere, Cube, Torus}
 
     public ShapeType shapeType;
 }


In my main script I'm rendering a texture using a compute shader which looks like this

 Texture2D<float4> source;
 RWTexture2D<float4> result;
 
 struct Shape {
     int shapeType;
 };
 
 StructuredBuffer<Shape> shapes;
 int numShapes = 0;
 
 [numthreads(8,8,1)]
 void CSMain (uint3 id : SV_DispatchThreadID)
 {
     Shape shape = shapes[0];
 
     result[id.xy] = float4(63.75 * shape.shapeType, 0, 0, 0.0);
 }


The texture is rendered on OnRenderImage which is also where I set the structured buffer and its size. There I get all the objects with Shape in my scene and convert them to an array of ShapeData struct which looks like this.

 struct ShapeData {
         public int shapeType;
 
         public static int GetSize() {
             return sizeof (int);
         }
     }


The problem is, when I change the shape type of an object in the scene, the screen stays black, indicating that the shape type remains 0, even though it should be a shade of red. Am I missing something?

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