Temp); const int albedoIndex = 1; attachments[albedoIndex] = albedo;//设置render pass中attachments的RTs //Render pass begin context.BeginRenderPass(camera.pixelWidth, camera.pixelHeight, 1, attachments, depthIndex)
在Execute里面我们使用ChunkEntityEnumerator来遍历chunk里面的每个entity的Component,参考代码如下: NativeArray<VelocityVector> velocityVectors = chunk.GetNativeArray(ref VelocityTypeHandle); NativeArray<ObjectPosition> translations = chunk.GetNativeArray(ref PositionTypeHandle); var enumerator = new ChunkEntityEnumera...
int newSize = Mathf.NextPowerOfTwo(_paramData.Length + requiredSize); var newData = new NativeArray<byte>(newSize, Allocator.Persistent); NativeArray<byte>.Copy(_paramData, newData, _paramData.Length); _paramData.Dispose(); _paramData = newData; } } 2. 多线程生产者-消费者模型 public c...
void Execute(ref Position pos, in Velocity velocity) {pos.Value += velocity.Value * DeltaTime;}...
private NativeArray<byte> _paramData; // 参数存储 private NativeQueue<RenderCommand> _commandQueue; private int _paramWriteOffset; public void AddCommand<T>(RenderCommandType type, T data) where T : struct { int dataSize = UnsafeUtility.SizeOf<T>(); ...
Due to the lack of ref returns, it is not possible to directly change the content of a NativeContainer.For example, nativeArray[0]++; is the same as writing var temp = nativeArray[0]; temp++; which does not update the value in nativeArray. ...
现在Lighting.SetupLights可以通过剔除结果的visibleLights属性检索所需的数据。 它以的Unity.Collections.NativeArray的形式存在。 using Unity.Collections; using UnityEngine; using UnityEngine.Rendering; public class Lighting { … void SetupLights () { ...
public NativeArray<float3> NearestTargetPositions; // 'Execute' is the only method of the IJob interface. // When a worker thread executes the job, it calls this method. public void Execute() { // Compute the square distance from each seeker to every target. for (int i = 0; i < Se...
var velArray = chunk.GetNativeArray(ref VelocityType); for(int i=0; i<chunk.Count; i++) { posArray[i] = new Position { Value = posArray[i].Value + velArray[i].Value * DeltaTime }; } } } 六、调试与问题排查 1. Burst调试配置 // 禁用Burst编译以便调试 [BurstCompile(FloatMode = ...
(allBoids.Length, 64); handle.Complete(); // 回写数据... positions.Dispose(); velocities.Dispose(); } [BurstCompile] struct BoidJob : IJobParallelFor { public NativeArray<Vector3> positions; public NativeArray<Vector3> velocities; // 其他字段... public void Execute(int index) { // ...