我有以下尝试将柏林噪声转换为 GPU
unity compute shader:
#pragma kernel CSMain
RWTexture2D<float4> Result;
[numthreads(8,8,1)]
//based on http://mrl.nyu.edu/~perlin/noise/
void CSMain (uint3 id : SV_DispatchThreadID)
{ float res = noise((float)id.x,(float)id.y,0.0f);
Result[id.xy] = float4(res,res,res,res);
}
int p[256]= {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};
double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); }
double lerp(double t, double a, double b) { return a + t * (b - a); }
double grad(int hash, double x, double y, double z) {
int h = hash & 15;
double u = h<8 ? x : y,
v = h<4 ? y : h==12||h==14 ? x : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
double noise(float xx, float yy, float zz){
int X = (int)floor(xx) & 255;
int Y = (int)floor(yy) & 255;
int Z = (int)floor(zz) & 255;
int x = -floor(x);
int y = -floor(y);
int z = -floor(z);
double u = fade(x);
double v = fade(y);
double w = fade(z);
}
但是,这在第 57 行给了我一个错误(代码长 47 行)
Shader error in "PerlinClouds.ompute": noise(floatM|halfM|min10floatM|min16floatM) at line 57 (on)
有人知道那是什么意思吗?它甚至不在我的代码中,所以我不太知道在哪里看。