Closed oktomus closed 1 year ago
On the other hand, the CalculatePI example works perfectly
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:
Surface
Opaque
DefaultLit
Used With Virtual HeightfieldMesh
enabled in the details panelAfter that please click apply, if there are any errors please screenshot and share here (they should show up in the output panel)
Hi,
I still have the same problem
So I tried to do exactly as you, meaning having a Material variable, and now it works.
It's super weird no?
It crashes when using these nodes, I guess something is missing on the compute shader side to bind these values right ?
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
Hi! First of all, thanks for making Shadeup, it's a really cool and useful website :)
I am not able to run the Bare-bones material graph evaluation example, there is some problems with the compute shader.
The problem happens on 5.0 and 5.1.
After recompiling shaders (CTRL + SHIFT + I or with the command
recompileshaders changed
), I noticed the shader of that example was never in the list, even if I edit it. Withr.DumpShaderDebugInfo = 1
, I noticed the shader was not even in the cache:Here is the BP I run when playing the game:
The material used as input of the CS: