Similar to shader assets, compute shaderA program that runs on the GPU. More info
See in Glossary assets are files in your project. with a .compute file extension. They are written in DirectX 11 style HLSL language, with a minimal number of #pragma compilation directives to indicate which functions to compile as compute shader kernels.
Compute shader support can be queried at runtime using SystemInfo.supportsComputeShaders.
Here’s a basic example of a compute shader file, which fills the output texture with red:
// test.compute
#pragma kernel FillWithRed
RWTexture2D<float4> res;
[numthreads(1,1,1)]
void FillWithRed (uint3 dtid : SV_DispatchThreadID)
{
res[dtid.xy] = float4(1,0,0,1);
}
The language is standard DX11 HLSL, with an additional #pragma kernel FillWithRed
directive. One compute shader Asset file must contain at least onecompute kernel
that can be invoked, and that function is indicated by the #pragma directive
. There can be more kernels in the file; just add multiple #pragma kernel
lines.
When using multiple #pragma kernel
lines, note that comments of the style // text
are not permitted on the same line as the #pragma kernel
directives, and cause compilation errors if used.
The #pragma kernel
line can optionally be followed by a number of preprocessor macros to define while compiling that kernel, for example:
#pragma kernel KernelOne SOME_DEFINE DEFINE_WITH_VALUE=1337
#pragma kernel KernelTwo OTHER_DEFINE
// ...
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