Basics: Compute Shaders
We're going to crank our graph's resolution up to 1,000, rendering a million moving cubes at once! To pull that off we'll move our function library to the GPU. This takes advantage of the parallel processing power of the GPU and eliminates data transfer from CPU to GPU.
Comments (11)
The use of the acronym "DRP" was also confusing to me and to many others I've spoken with following this otherwise excellently crafted tutorial. I have only ever encountered the acronym "DRP" in this tutorial and in an article that was referring to this tutorial directly. Nowhere else is it use in the industry or community that I'm aware of. If you are going to use an acronym for what Unity officially calls the "Built-in Render Pipeline," I suggest using "BRP" which is what Unity uses internally in PRs in their Graphics repo on github some also use BiRP or BIRP though that is less common and Unity does not use it internally to my knowledge as "in" is never capitalized and hyphenated with "Built" as one word "Built-in" and as such only calls for a single letter in the acronym.
I introduce the acronym in the Measuring Performance tutorial, which precedes this one. Per your request, I have changed it to BRP, and also enclosed them with ABBR tags with the entire "Built-in Render Pipeline" name as a title.
Just finished this tutorial, thanks! FYI - in step 3.2 I got stuck for a while because the tutorial says just to modify ``` computeShader.SetBuffer(kernelIndex, positionsId, positionsBuffer); ``` However I also needed to modify ``` computeShader.Dispatch(kernelIndex, groups, groups, 1); ```
Thanks for pointing that out! That line was missing.
This tutorial starts with DRP and then moves to URP (formerly Light-Weight RP?). I have my project set to URP in PSettings>Graphics. Is DRP the old Built-In RP? Or, is DRP the newer UDRP? How do I change from URP to DRP? Can I skip the DRP section?
I use DRP to refer to the default (legacy) render pipeline. I introduced the shorthand in Measuring Performance. You get it by not using an SRP. You can skip the DRP section, or just do it as written and then switch back to URP later along the way. I include both RPs and start with DRP because it's more straightforward. For URP we have to insert the code via custom function nodes.
I was so looking forward to this! Grass shaders, here I come! (I finally decided to subscribe ^^")
Cheers!
Finally 😍😍
WOW... You do not mess around. My Quest will start glowing red with this... Thanks...
You're welcome! You might be surprised how far you'll get, especially if you turn off shadows.
