Add nodes for compute shaders
error.mdl
This may not be possible, but it would be great if there were nodes to initialize and feed data into and out of compute shaders.
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Merged in a post:
Add nodes for compute shaders
Merlin
Duplicate of https://vrchat.canny.io/udon-advanced-creators/p/add-nodes-for-compute-shaders created this to keep track until the old board gets merged.
It would be nice to have nodes exposed for binding resources for compute shaders and dispatching kernels. Along with nodes for allocating those resources. The main allocatable resources you'd usually use would be RenderTexture and ComputeBuffer.
_pi_
Graphics.SetRandomWriteTarget() together with Graphics.Blit() would already be an improvement, so you can somewhat use pixel shaders as compute shaders with random read/write (RWTexture2D).
Right now the best/only method I know of to fake that is the old "ortho-camera with render target pointed to shader quad feedback-loop", which is not great for performance and also means every invocation of the fragment shader can only write one color value max as it's output (plus maybe SV_Depth if you're creative).
But I agree, actual compute shader support would be amazing!
kawashirov
Do want!