17 lines
		
	
	
		
			612 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			17 lines
		
	
	
		
			612 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // Each #kernel tells which function to compile; you can have many kernels | ||
|  | #pragma kernel CSMain | ||
|  | 
 | ||
|  | // Create a StructuredBuffer/ComputeBuffer with read only flag. | ||
|  | StructuredBuffer<int> inputData; | ||
|  | // Create a StructuredBuffer/ComputeBuffer with read & write flag. | ||
|  | RWStructuredBuffer<int> outputData; | ||
|  | 
 | ||
|  | // We allocate 20 threads one for each number given to the shader. | ||
|  | // CSMain is the entry point we use we have to define the entry points as kernel. | ||
|  | [numthreads(20,1,1)] | ||
|  | void CSMain (uint3 id : SV_DispatchThreadID) | ||
|  | { | ||
|  |     // We use the thead id as index for the data. | ||
|  |     outputData[id.x] = 2 * inputData[id.x]; | ||
|  | } |