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Jan 25, 2014 · 101. I would like the size of the gaussian convolution kernel (or I could say the “radius Description. For compatibility reasons, you can only call this method on buffers where the ComputeBufferMode is ComputeBufferMode. Dynamic buffer. Copies the contents of one GraphicsBuffer into another. Another example is when using ComputeShader. 可使用 SystemInfo. 1 (for (Android, iOS, tvOS platforms) only guarantees support for 4 compute buffers at a time. The CBUFFER_START macro used for normal shader does not seem to work for compute. Structured is explicitly added. Array) : void doesn't return a value but fills the source data array with the values. Compute shaders need a fairly modern GPU (with shader Jun 5, 2020 · Joined: Sep 29, 2016. uint nextNode; uint packedColor; Jul 24, 2021 · starts to stall the main thread. CopySource target flag, and the destination buffer must have a Jan 28, 2017 · but im facing a weird Bug when trying to call Computebuffer. Posts: 39. Jun 27, 2014 · A structured buffer is just an array of data consisting of a single data type. For some context, this is being used while Aug 10, 2016 · In texture I save current head of linked list, in buffer I save elements of list. Blit and a fragment shader. 1 Compute buffers Example. To get the data back from the compute shader, I write the vertices to "output" arrays that are part of the cube struct (this way I only have to use one buffer to give the shader the data and get the output afterwards). Unity Shader C# ComputeShader. 在计算着色器中始终支持计算缓冲区。. RWStructuredBuffer<float2>. ) Mar 19, 2021 · And voilà! that works. This buffer never needs to leave the GPU. SetConstantBuffer: Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. BeginWrite in the mainthread that returns a NativeArray<T> for the range you spesify in the BeginWrite call. SetData() : Accessing 15600 bytes at offset 0 for Compute Buffer of size 15360 bytes is not possible. Usually, I can easily get around that with AsyncGPUReadback and reading the data in the callback. From the doc's the definition function GetData (data : System. Append/consume and counter buffers (see ComputeBufferType. Let’s look at an example. Platform-specific differences. CopyCount on AppendComputeBuffers (to copy visible indexes after Frustum Culling) At first I thought the Frustum Culling Compute Shader is corrupting the Indices AppendBuffers, but even without using them in Graphics. ComputeBuffer 类的作用正在于此 - 您可以从脚本代码创建和填充计算缓冲区, 并在计算着色器或常规着色器中使用计算缓冲区。. Nov 7, 2006 · I have a compute buffer: RWStructuredBuffer<uint> I 'm using InterlockedOr to perform scene voxelization. SetData, and is therefore faster. GetVertexBuffer ()" to get mesh's vertex data as GraphicsBuffer, then send it to compute shader to do something with GPU. when calling "BeginWrite". Jan 28, 2017 · Hello everyone, i saw in the Unity documentation here that there is a limit of Compute Buffers count on GLES 3. To use them, first create a new Render Texture and designate Sep 9, 2020 · mohammadhomsee September 7, 2022, 3:21pm 2. You declare a structured buffer in a compute shader like this: StructuctedBuffer < float > floatBuffer; RWStructuredBuffer < int > readWriteIntBuffer; See Unity documentation on ComputeShader class for more details. You have to use a RenderTexture. In my Computeshader code, the buffers are declared as. Compute buffers are always supported in compute shaders. 15f1 version. However, for this shader I need to fetch the buffer count (because it's the number of triangles Jul 15, 2024 · Description. Please, help. Jun 30, 2013 · I've also tried pulling the count of the compute buffer from the args buffer after the value gets copied into it and displaying it using a GUI. Actual Result: Five 0's are logged to console when validate flag is checked in inspector. No support for getting SV_InstanceID, SV_VertexID, or SV_PrimitveID. Ends a write operation to the buffer. By monkeying around with it a bit, I found that by multiplying the size of the vertex buffer by 5 got it to work as I wanted. Default except that if any other ComputeBufferType flags are used, the resulting ComputeBuffer will not be able to be bound as a structured buffer unless ComputeBufferType. Nov 30, 2021 · This is not happening if my initial point cloud is equal or below 5000 points ( so 2 Compute buffers with 12 (float) * 3 (number of float) * 5000 or 12 (float) * 4 (number of float) * 5000 = 180000 or 240000 byte). 19 and try to use this new API called "Mesh. Description. AddCommandBuffer) or be executed immediately (see Graphics. Therefore I had the idea to perform a "dummy" blit in order to force the append buffer to reset the counter, and it worked. I instantiated my compute buffer on OnCameraSetup and I found that this function can be called multiple times. ComputeBuffer buffer = new ComputeBuffer ( bufferSize, sizeof(int)); buffer. On the CPU side it's "just a buffer" so to speak. SetBuffer , Compute Shaders . Target. OpenGL ES 3. Oct 18, 2015 · A compute buffer can only hold 1GB and sometimes less before Unity just gives up silently (I'm still investigating if the latter is just my machine or a Unity issue). I want the compute shader to operate on the output of another compute shader (which is again formatted as an AppendBuffer). ComputeBuffer class is exactly for that - you can create & fill them from script code, and use them in compute shaders or regular shaders. Note: When you use the Unity APIs to modify the Description. May 31, 2017 · We are migrating the Unity Forums to Unity Discussions. What kind of problem would you like to report? Thanks for letting us know! Dec 7, 2012 · 12,402. Render Textures A special type of Texture that is created and updated at runtime. My current bottleneck is ComputeShader. GetData because it stalls the CPU until the GPU is done with its queue. CopyTexture is like 100x faster. Sequential, Pack = 0)] private struct VertexData { public Vector3 position; public Vector3 normal; public Vector2 uv; } Description. I am now using 2 separate render textures, Graphics. In the case of custom passes, the execution of the command buffer is controlled by the HDRP render loop, so in your code, the compute shader will actually be executed after your GetData() which explains the result. The docs also say that indexing is still limited to 32bit, which is still 4G. Command buffers hold list of rendering commands ("set render target, draw mesh, "). So, what you can do is that in the shader define the data as you like (struct containing an array) and then ensure that To do this, I am passing an array of "cube" structs to the compute shader, using a ComputeBuffer. Blit () method. SetGlobalBuffer("_myBuffer", myBuffer); I set data into the buffer (like 1000 int array) and initialize it in shader. Type of the buffer, default is ComputeBufferType. Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the ComputeShader. SetGlobalBuffer , Material. See the Compute Shaders Manual page for more information about platforms supporting compute shaders. (the WaitForSeconds is because we get the notification BEFORE the new shader is processed by Unity, so you need to wait a bit, otherwise you'll refresh the compute buffer in the shader that's about to be thrown out) But we are not home: If any shader in a project is re-imported all compute buffers to all shaders get Description. ComputeShader programs often need arbitrary data to be read & written into memory buffers. Feb 28, 2022 · This is usually the pattern: We put some data on the compute buffer with a C# script, the compute shader on the GPU reads this data and does calculations on them, once ready with calculating, the new data is written to the buffer and in the end is read once more by our C# script. See Also: GetData, count, stride. And finally I set the vertices of the Mesh Jun 3, 2020 · Maybe the compute shader approach would have been better but I am not good enough with shaders to do this at the moment. The source buffer must have a GraphicsBuffer. Disposes the Compute Buffer instance. But it doesn't seem to work. On July 12, the Unity Forums will become read-only. The GPU copies the buffer contents efficiently. Closely related to compute shaders is a ComputeBuffer class, which defines arbitrary data buffer (“structured buffer” in DX11 lingo). May 25, 2019 · I wasn’t finding any full examples of how to do this, everything with compute buffers seems to be about using them in compute shaders. Adds a "counter" to a RWStructuredBuffer and allows using IncrementCounter / DecrementCounter HLSL functions on it. Use Release to release the buffer when no longer needed. Jan 7, 2013 · As far as I can tell you declare the cbuffer the same as in hlsl/DX11 for Unity's compute shader. Size of one element in the buffer, in bytes. SetCounterValue explicitly sets the counter value. So the output is just ignored. Posts: 318. thanks in advance. SetBuffer. I update the real time buffer set every frame when the user performs an action and I update the persistent buffer set whenever the user is done performing a certain action. Additional resources: ComputeBuffer, ComputeShader, Material. I'm using Unity 2021. Jul 26, 2012 · I spent a couple of months a year ago writing a pretty complex compute shader and haven't done it since, so I'll try to recall the best I can: Buffers can be used to read from and write data to the graphics card. Jun 9, 2012 · BPPHarv. BeginWrite call as unusuable, and then disposes of it. Default type is "structured buffer" ( StructuredBuffer<T> or RWStructuredBuffer<T> ). Currently I copy the deformed meshed from the GPU to the CPU in the native plugin. Use this to begin a write operation on the buffer. As a result, every time I run it the frame rate varies all over the place, from 70 fps up to over 500 fps. Compute shader support can be queried runtime using SystemInfo. There are only 1-dimensional buffers in HLSL. Was having issues, and isolated them to a simple test case: Code (CSharp): #pragma kernel CSMain. For Unity, it is an indicator of buffer, that should be loaded to the GPU to make it understand, that this data should be handled as "_Positions" variable. Using this method results in fewer memory copies than using ComputeBuffer. Allows a buffer to be treated like a stack in compute shaders. Note: Because only blittable data types can be copied from the array to the buffer, the array must only contain elements of a GPU data buffer, mostly for use with compute shaders. @Benjames I don’t think it’s possible to save buffers directly using unity serialize system, but what you can do is to get the data from the buffer by using gridBuffer. Log returns 0, which are set at buffer initialization. When you construct a ComputeBuffer of this type, the value of stride must match the stride of the corresponding StructuredBuffer struct type in your HLSL code. This can be used to reset the counter or to set it to a specific value. Or just some way to stop the warning. Size of one element in the buffer in bytes (Read Only). In HLSL shaders, this maps to StructuredBuffer<T> or RWStructuredBuffer<T>. I have pasted bellow snippets for C# code along with Compute Shader: C# part. This is otherwise identical to ComputeBufferType. Dec 31, 2020 · Let's take a look at how we can use Compute Shaders and Compute Buffers to take some of the work that your CPU struggles with and offload it onto the GPU ins May 22, 2017 · I can actually release the buffer that sends the data to the Compute Shader with only one slight problem that I get the following errors (when putting the mesh in a mesh collider) sometimes which goes along with the chunk not to being generated at all: Oct 17, 2020 · 1. I can't be 100% sure that this is the cause of a memory leak I have, but sure enough, quickly running and stopping the Sep 4, 2022 · We are migrating the Unity Forums to Unity Discussions. Actual implementations typically support more, but in general if Allows you to check whether the current end user device supports the features required to run the specified compute shader kernel. Jun 10, 2021 · A GraphicsBuffer can be used for vertex and index buffers, while a ComputeBuffer can be used for any arbitrary data, which is mostly needed for compute shaders. Append, ComputeBufferType. I find this limit very low, wanted to know if anything is wrong in my method for compute buffer or did I miss something platform Adds a command to set the buffer with values from an array. This call ends a write operation on the buffer. InitialPreviewTexture = new RenderTexture (512, 512, 24); Sets counter value of append/consume buffer. Use this function to retrieve a pointer/handle corresponding to the compute buffer, as it is represented in the native graphics API. Begins a write operation to the buffer. this is frustrating because my actual buffer in real code is around a gig in size and would like to not have to write cyclically - begin/write/end multiple times (over multiple frames) to update the buffer as this happens often as the focal point moves within the world. This you can then write to in jobs and finally you call ComputeBuffer. SetFloat: Set a float Aug 26, 2016 · Its pretty hard to get the Depth-Value in the Compute Buffer, so it would be so easy to just use the Pixel/Fragment Shader instead the ComputeShader. Jan 3, 2012 · Here's a snippet where I take in a pointer to the Unity compute buffer, query its D3D11_BUFFER_DESC, create a new DESC based on it, and create a buffer using that DESC. getData (array) to get the data and ComputeBuffer. This behavior works as expected when building for DirectX. Aug 20, 2020 · Alternatively, if you decide you want to keep using Buffer<float2>, the syntax for read-only vs writeable is: Buffer<float2> mybuffer; // read-only buffer RWBuffer<float2> mybuffer; // writeable buffer For both these cases, use _computeShader. Dec 10, 2012 · Aug 7, 2014. Data buffer to hold data for compute shaders. The problem seems to be that the Vertex Shader doesn't want to use APB and i'm not exactly sure how to make it work. So I'm good with the current use case I guess. Different types of compute buffers map to different usage and declarations in HLSL shaders. Mar 26, 2021 · The below struct definition (1) allows the HLSL compute shader to define it’s own struct using an array; (2) is blittable when you put your data in a ComputeBuffer and send it to the shader; and (3) has array-like syntax if you need to access your data on the C# side. I tried using a struct, but when you Jun 1, 2012 · However, it becomes null, even with SerializeField, after the code hotswaps. After all I compose this data in post process effect: 1) Per pixel sort of current list. See Microsoft's HLSL documentation on AppendStructuredBuffer Apr 23, 2019 · The compute buffer works as intended, and have confirmed the output is correct by fetching the append buffer to my CPU and just instantiating boxes at the positions. In image effects shaders you dispose of the buffer after the Graphics. The Unity ComputeBuffer () constructor, takes GPU data buffer, mostly for use with compute shaders. I've tried a couple approaches: A 1D compute shader that just sets all values to zero. SetData (array) to write the data. There are a lot of techniques for compressing voxel representations and submitting the correct data to the GPU. In shaders I declare my buffers like this: Code (CSharp): struct NodeData {. The DX11 documents say that DX11 supports "large memory" for resources > 4GB. You can use GraphicsBuffer for these GPU data buffer, mostly for use with compute shaders. Thus, I have a custom struct defined as follows : [StructLayout(LayoutKind. I am performing physics simulations on deformable object on GPU (with OpenCL) via a native plugin and I need to display the deformed meshes in Unity. I'm getting wildly varying performance from computeBuffer. I'm trying to move over an array of constant structs from a structuredBuffer to a Cbuffer in a compute shader. List of graphics commands to execute. Hope that helps! Create a Compute Buffer. On the shader side you usually use a RWStructuredBuffer. In that situation, I always get the empty buffer (all of 0) in compute shader's result. But in this case I want to divide the Description. supportsComputeShaders 运行时 May 9, 2018 · 2. In the case of a struct containing an array, C# does not seem to play nicely together with DX layout. 2) Compose with opaque render. Joined: Jun 9, 2012. This is the way I "reset" the real time buffer set: Vector4[] t = new Vector4[_realTimeData. No support for really any of the things needed for instancing. is there an equivalent of this method for the material. I am using Unity 2021. For example, if your data structure is a Vector3 (or in the shader side, float3) the stride is sizeof (float) * 3. EndWrite after the job is complete to dispose the temp NativeArrray. Default (structured buffer). Apr 21, 2017 · Harrison_Chen. Hello folks! My team is encountering some unexpected behavior when utilizing Compute Buffers specifically when using OpenGL. 5. Unity typically stores buffers of this type into GPU-visible CPU memory, to enable fast CPU uploads at the cost of GPU performance when it accesses the buffer. I am uploading data to the GPU the same way using a compute buffer (Strangely it works with larger buffer sizes). Use a function / formula to convert from an N-dimensional (say 3D or 2D) index vector to a 1D vector which you use to index into your 1D array. The stride passed when constructing the buffer must match structure size, be a multiple of 4 and less than 2048. Jan 16, 2018 · The compute shader outputs data to write, but a Texture2D isn't something GPUs are allowed to render to, and compute writes count as trying to "render to" it in this context. The input data must follow the data layout rules of the graphics API in use. So, If you don’t check whether the compute buffer is null or not, compute buffer will be instantiated every time and the previous one get to GC which makes GC Warning. Jun 8, 2014 · I noticed that append buffer work as expected when using Graphics. Use this if the buffer is modified often by the CPU (by calls to ComputeBuffer. After the call is finished the array now contains the compute data. Thanks for the advice sstrong! Aug 27, 2021 · It may be a memory leak in Unity itself and worth a report depending on the version, or you may need to upgrade to a newer patch version of the major version you're on if it's not the latest. If the contents of the buffer are modified while the Aug 24, 2021 · 2. You can make a structured buffer of floats, or one of integers, but not one of floats and integers. (RW here means read/write). May 10, 2013 · The issue there is that the data fed into ComputeBuffer. The value of stride must also be a multiple of 4, and less Append-consume ComputeBuffer type. private void Start () {. SetData( myArray); Description. GPU graphics data buffer, for working with geometry or compute shader data. Can't find what it means. ComputeShaderに入門したので入門記事です!. GetData () function then save it externally using any method you like (for example json), once you need it you can load it and use Compute buffers are always supported in compute shaders. Apr 23, 2016 · Code (CSharp): Shader. Jan 26, 2016 · I believe there is an issue with ComputeBuffer as when texture is created based on constant value rather than buffer value, it works. Nov 25, 2019 · I'm implementing a triangulation algorithm in a compute shader that runs at every frame. Blit(), but not when using DrawProcedural(). って話と、実際にコンピュートシェーダーでオブジェクトを動かす Description. I made an extension so that the buffer can be cleared easily. And if I have another shader with registration the same buffer. The stride you declare for your compute buffer must match the stride in the buffer declaration of the shader you Nov 11, 2017 · Another question I have is how expensive is allocating NativeArray to compute buffer? I tried allocating a float array with a length of 30,000 and it took 0. GetData every frame during successive plays in the Unity editor. In regular graphics shaders the compute buffer support requires minimum shader model 4. SetData or ComputeBuffer. supportsComputeShaders. Maps to AppendStructuredBuffer<T> or ConsumeStructuredBuffer<T> in HLSL. This isn't a Unity thing, this is how GPUs and graphics APIs are designed thing. Then I copy the data from the native plugin into the C# code. You can use this method to override all of the parameters in a compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer. Read our full announcement for more information and let us know if you have any questions. Jul 25, 2013 · ComputeShader does not seem to be dispatched or RWStructuredBuffer is not being written to, because Debug. ComputeShader is running each frame, but no change to data is detected. You can then call ComputeBuffer. Not yet, no. And after this you execute material. Retrieve a native (underlying graphics API) pointer to the buffer. Release a Compute Buffer. You pass in an empty data array and it gets filled up. Did you find this page useful? Apr 19, 2016 · The indices buffer works exactly like I'm expecting it to, but the vertex buffer seems to be missing data. Sending to the shader doesn’t seem to be as much of a problem, but it’s getting the data back from the shader that I’m having issues with. 1 and lower Platforms. Did you find this page useful? Please give it a rating: Thanks for rating this page! Report a problem on this page. I do the exact same thing with Jobs and NativeArrays and it works like a charm, so it would be really smooth if I could do the same thing with Compute Shaders and ComputeBuffers. No support for defining structure buffers. public void SetData ( Array data , int managedBufferStartIndex , int computeBufferStartIndex , int count ); Jul 16, 2019 · I use 2 sets of them: real time and persistent. What I want to do is sent a couple float arrays to a compute buffer, have a compute shader do some math on them, and then send back an array of floats to Unity. InstanceCount]; Vector4[] c = new Default ComputeBuffer type (structured buffer). To use this method, the following must be true: The ComputeBuffer or GraphicsBuffer must have Number of elements in the buffer. ComputeBuffer type. Apr 12, 2020 · There is a job API for this in Unity 2020. Feb 6, 2014 · Using a 1D buffer, index into it as though 3D, by special indexing, on CPU & GPU. ComputeBuffer that you can use as a structured buffer. i tested ComputeBuffer. Not exactly sure if different compute shader files change this, but that is the solution I went with. Mar 23, 2017 · Hello, When you write code that uses graphics command buffers, you have to keep in mind that the execution is deferred. 例としてcompute + indexが紹介されています。 ComputeBufferはそのまま直接インデックスバッファとしては使用できなかったのですが、GraphicsBufferではUnityが内部的にうまく中継することでこれが可能になった、ということだと思います。 Description. So I created a simple example for anyone who’s also trying to figure things out: May 19, 2020 · 2020-05-19. コンピュートシェーダーってなに?. instantiated your compute buffer once and re-use it. The counter would simply not reset for some reason. Posts: 1,079. Hello, I am trying to send a large number of float arrays to a compute shader, each of different size. This can be used to enable compute buffer data manipulation from native code plugins. count multiplied by stride) must match between source and destination buffers. Counter) keep track of the number of elements in them with a special counter variable. Aug 12, 2020 · It seems like in order to have access to buffer data in a subsequent buffer, the dispatch call for both shaders can only happen after the buffer is set onto each Kernel that will be using it. SetBuffer() from script. Nov 23, 2022 · All of this is done through Compute Shaders, so I don't do any readback, which is why it can't be an array of ComputeBuffers. SetData () must match exactly the data layout defined in the shader. Aug 19, 2013 · 3. SetBuffer(positionID, positionBuffer); And, generally, link your created buffer for Description. ComputeBuffer with a counter. Label, but it is always zero. ExecuteCommandBuffer ). Jun 9, 2017 · 14. However, when I using another ComputeBuffer to copy Feb 4, 2017 · Invalid stride 9984 for Compute Buffer - must be greater than 0, less or equal to 2048 and a multiple of 4. Jun 30, 2006 · Or, it may be something to do with the structured buffer stride, but I think it is the total buffer size. DrawMeshInstancedIndirect the problem persists. I think the Graphics. But I don't understand how or why this solves anything. BeginWrite ). (In my case, I have a line-for-line C# prototype for all my HLSL code. You can still use Shader Graph, but only for setting up the initial shader as you want it in the broad strokes. Mar 21, 2014 · We are migrating the Unity Forums to Unity Discussions. DispatchIndirect. Note: Because only blittable data types can be copied from the array to the buffer, the array must only contain elements of a blittable type. Code (CSharp): uniform StructuredBuffer < min12int > _myBuffer : register ( t1) After that i see some deacrease in my fps. When you call this method, Unity marks the native array returned by the corresponding ComputeBuffer. Total buffer sizes (i. Set the buffer with values from an array. 【Unity】Compute Shader入門①〜オブジェクトを実際に動かしてみて完全に理解〜. 1. ) . Here is what this code is doing: First I'm creating a new Computebuffer and writing into a Computebuffer inside my C# code (a red screen) Jun 23, 2023 · So in this case, I would want to copy Count * 2 to the draw arguments buffer used by a DrawMeshInstancedIndirect call. Stride is the size of one unit of data in the compute buffer. SetRandomWriteTarget command only works when using low level draw commands and not when using the camera to render which is probably overwriting or Sep 13, 2018 · ArgumentException: ComputeBuffer. SetData with a byte [] array, ComputeBuffer. See Compute Shaders for cross-platform compatibility information. See Microsoft's HLSL documentation on IncrementCounter and DecrementCounter. It is not essential to my question, but for those interested, the float values in each array represent weights used in a gaussian convolution kernel. ComputeShader programs often need to read or write arbitrary data from or to memory buffers, and some rendering algorithms need a lower level access or control over geometry data than what is provided by the Mesh class. Sep 27, 2022 · In your code, you have positionID = Shader. e. AddCommandBuffer ), light rendering (see Light. One run it might take 2ms per call, another run it might take more than 14ms. Additional resources: SystemInfo. SetBool: Set a bool parameter. 3. PropertyToID("_Positions"). SubUpdates. Code (CSharp): void Render () {. (And my assets are not displayed, similar to not having the pieline asset in the project. In this particular code, I'm setting my own values for some of the properties, such as dynamic usage, bind flags and write access. SetBuffer: Sets an input or output compute buffer. I have run a deep profiler and this is the data that I've got: Cpu Usage: Memory: Description. So, it must support 64bit addressing. ComputeShader 程序通常需要向内存缓冲区读写任意数据。. Adds a command to set the buffer with values from an array. 28ms according to the profiler. Must be a multiple of 4 and less than 2048, and match the size of the buffer type in the shader. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. The issue is that during hotswap, the "OnDestroy" method is not called, and therefore I don't Dispose/Release () the buffers, causing a memory leak. Nov 6, 2013 · We are migrating the Unity Forums to Unity Discussions. Here is the specific issue as I understand it (I'm a Unity Engineer, this was discovered by our Graphics Engineer). struct testStruct. yes, that is what i've found too but using rendertextures with Graphics. They can be set to execute at various points during camera rendering (see Camera. Like some of the vertices didn't get copied to the buffer. supportsComputeShaders , ComputeShader class, Shader. 2. As for how they are set from a script it appears you just set each individual variable like normal (ie SetInt or whatever). I'm trying to write a compute shader with Unity that generates mesh data (vertices, normals, uvs) for a voxel terrain. ns jk gl mw tg vy ab ao mo vo