Comments (5)
On the other hand, the CalculatePI example works perfectly
from shadeup.
Thanks for the detailed report!
This is something that I neglected to mention in the docs but please make sure the material has the following:
- Material domain of
Surface
- Blend mode of
Opaque
- Shading model of
DefaultLit
Used With Virtual HeightfieldMesh
enabled in the details panel
After that please click apply, if there are any errors please screenshot and share here (they should show up in the output panel)
from shadeup.
Hi,
So I tried to do exactly as you, meaning having a Material variable, and now it works.
It's super weird no?
from shadeup.
It crashes when using these nodes, I guess something is missing on the compute shader side to bind these values right ?
from shadeup.
It's super weird no?
Yeah, that's strange. Maybe there's a compilation error somewhere that got resolved with that swap.
It crashes when using these nodes, I guess something is missing on the compute shader side to bind these values right ?
Yeah, I suspect that something in the global view uniform buffer is missing. There's a spot in the main ComputeShader.cpp file that looks like this:
FViewUniformShaderParameters ViewUniformShaderParameters;
ViewUniformShaderParameters.GameTime = GameTime;
ViewUniformShaderParameters.Random = Random;
I'd take a look at what values that bounding box node uses and try to get those filled in the FViewUniformShaderParameters
struct
from shadeup.
Related Issues (15)
- Support UE5.1 HOT 15
- How to pass "Shared" buffer between Shader1 and Shader2 and Vertex Factory without CPU reading HOT 3
- UE5.3 compatibility - getting errors in compute shader base HOT 3
- UE5.2 compatibility - Indirect instancing
- UE5.3 Compile Errors : error LNK2019: unresolved external symbol HOT 5
- UE5.3 Passing StructuredBuffer to Shader HOT 1
- Shadeup compiler output failing with `useAnimationFrame = false`
- No issue : Add internal texture and uniform params to ComputeShader_rt HOT 6
- Zip decompression archive HOT 1
- Windows 10: The term 'shadeup' is not recognized HOT 1
- Cannot compile compute shader with material graph on 5.1 on macOS HOT 3
- [Base Computer Shader]: Output is always 0 in UE5.1.1 HOT 2
- Pass Buffer<float4> into compute shader HOT 4
- [Example Indirect Instancing] Error: "DrawsVelocity is not a member of FPrimitiveUniformShaderParametersBuilder" HOT 2
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from shadeup.