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4
Question by truvaking · Feb 03 at 04:43 PM · shader

input vertex color shader graph

Hi,

I have a wavefront file that contains an array of positions and colors. That is, this file contains two matrices of size 3 x number of vertices.

I would then like to render it by instancing with the GPU one cube per vertex.

I followed this tutorial so far https://catlikecoding.com/unity/tutorials/basics/building-a-graph/ which helped me with rendering the positions.

I am stuck at trying to assign the associated color for each vertex.

I have tried to copy-paste every line of code that dealt with input/output to no avail. More specifically, here's what I did so far

  • Update the Shader Graph to take into account colors alt text

  • For the custom function I updated the HLSL file accordingly (the code is in the link because I couldn't get the formatting to work) https://pastebin.com/ujWvE5pm

  • Loaded the color in C# script accordingly on start

       // Create a compute buffer from the parsed colors
                 objColorsBuffer = new ComputeBuffer(wavefrontParser.Colors.Count, sizeof(float) * 3);
                 objColorsBuffer.SetData(wavefrontParser.Colors);
    
    
  • And every update I call this

       void ObjUpdateFunctionOnGPU()
         {
             material.SetBuffer(positionsId, objPositionsBuffer);
             material.SetBuffer(colorsId, objColorsBuffer);
             material.SetFloat(stepId, cubeSize);
             float bound_max = 10f;
             var bounds = new Bounds(Vector3.zero, Vector3.one * bound_max);
             Graphics.DrawMeshInstancedProcedural(
                 mesh, 0, material, bounds, resolution * resolution
             );
         }
    
    

The result is that the cubes are always white. Could anyone help me?

shadergraph.png (194.3 kB)
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