Unity中利用Compute Shader做GPU加速计算

 一. 一个compute文件对应一个函数

 二. C#里使用该函数,三大步骤:

        1. 开辟ComputeBuffer

        2. 把数据传入到ComputBuffer里

        3. 执行函数

        4. 接收函数执行结果

        5. 释放ComputeBuffer

//Compute Shader代码, 后缀为.compute文件
#pragma kernel AddVectors

RWStructuredBuffer<Vector4> inputA;
RWStructuredBuffer<Vector4> inputB;
RWStructuredBuffer<Vector4> output;

[numthreads(64, 1, 1)]
void AddVectors(uint3 id : SV_DispatchThreadID)
{
    output[id.x] = inputA[id.x] + inputB[id.x];
}
using UnityEngine;
using UnityEditor;

public class ComputeShaderExample : EditorWindow
{
    public ComputeShader computeShader;
    public int vectorCount = 1024;

    private ComputeBuffer inputBufferA;
    private ComputeBuffer inputBufferB;
    private ComputeBuffer outputBuffer;

    private void Calculate()
    {
        // 创建输入和输出的Compute Buffer
        inputBufferA = new ComputeBuffer(vectorCount, sizeof(float) * 4);
        inputBufferB = new ComputeBuffer(vectorCount, sizeof(float) * 4);
        outputBuffer = new ComputeBuffer(vectorCount, sizeof(float) * 4);

        int kernel = computeShader.FindKernel("AddVectors");

        // 填充输入数据
        Vector4[] inputA = new Vector4[vectorCount];
        Vector4[] inputB = new Vector4[vectorCount];
        for (int i = 0; i < vectorCount; i++)
        {
            inputA[i] = new Vector4(i, i, i, i);
            inputB[i] = new Vector4(i, i, i, i);
        }
        inputBufferA.SetData(inputA);
        inputBufferB.SetData(inputB);

        // 设置Compute Shader和Compute Buffer
        computeShader.SetBuffer(kernel, "inputA", inputBufferA);
        computeShader.SetBuffer(kernel, "inputB", inputBufferB);
        computeShader.SetBuffer(kernel, "output", outputBuffer);

        // 调度Compute Shader执行
        computeShader.Dispatch(kernel, Mathf.CeilToInt(vectorCount / 64f), 1, 1);

        // 获取输出数据
        Vector4[] output = new Vector4[vectorCount];
        outputBuffer.GetData(output);

        // 打印输出数据
        for (int i = 0; i < vectorCount; i++)
        {
            Debug.Log("Output[" + i + "]: " + output[i]);
        }
    }

    void OnGUI()
    {
        // 在这里绘制GUI界面
        GUILayout.Label("Compute Shader Example", EditorStyles.boldLabel);

        if (GUILayout.Button("Calculate"))
        {
            // 在按钮点击时执行计算
            Calculate();

        }
    }

    private void OnEnable()
    {
        //初始化computeShader变量
        computeShader = AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ArtTools/GLight/Multiple_Compute.compute");
    }

    private void OnDestroy()
    {
        // 释放Compute Buffer
        inputBufferA.Release();
        inputBufferB.Release();
        outputBuffer.Release();
    }

    [MenuItem("GL Tools/GPU Acceleration Example")]
    static void Init()
    {
        ComputeShaderExample window = (ComputeShaderExample)EditorWindow.GetWindow(typeof(ComputeShaderExample));
        window.Show();
    }
}

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