Originally I have in


_floatArray = new float[2];
_floatArray[0] = 1f;
_floatArray[1] = 0.5f;

Compute Shader

float FloatArray[2];

And use ComputeShader.SetFloats() to pass the values from C# to Compute Shader.
Reading the values in Compute Shader, I found that only FloatArray[0] has the value. So FloatArray[1] will equals to 0.

Unity dev (Marton E.) replied me that:

Continue reading “ComputeShader.SetFloats()”

Deform MeshCollider with Compute Shader

If you want to do something like this:


In C# : You need a for loop which
-> iterates a few ten-thousands vertices, and then
-> for each vertex, you need to calculate the distance between each bead…

All these instructions are run 1 by 1 on CPU. You can imagine the time needed for this.


But with compute shader, those several ten-thousands iterations can be done “at the same time” in GPU (it depends how you setup the data). And the result data will be transferred back to CPU, and directly apply to Mesh.vertices array.

And this is what you can see in this video, the fps stays above 70.