Make a Texture3D writeable on the GPU in Unity

3 min read 29-08-2024
Make a Texture3D writeable on the GPU in Unity


Making a Texture3D Writeable on the GPU in Unity: A Deep Dive

This article delves into the intricate world of making a Texture3D writeable on the GPU in Unity, tackling a common challenge encountered by developers. We'll unpack the problem, understand the solution, and provide practical examples to illustrate the process.

The Problem:

Many developers face the frustrating error: "Attempting to bind texture as UAV but the texture wasn't created with the UAV usage flag set!" when trying to write to a Texture3D from within a shader. The core issue lies in the fact that Unity's standard Texture3D objects are read-only by default. This means they are meant for data transfer from the CPU to the GPU, not for direct manipulation within the shader.

The Solution:

The solution lies in utilizing Compute Shaders and creating a ComputeBuffer that will hold your 3D data. This approach offers several advantages:

  • GPU-side Modification: Data resides directly on the GPU, eliminating the need for constant data transfers between CPU and GPU.
  • Performance Optimization: Direct GPU manipulation of data ensures smoother and faster computations.

Step-by-Step Guide:

  1. Create a Compute Shader: This shader will perform the desired operations on your Texture3D data.

    Shader "Custom/ComputeShader" 
    {
        Properties 
        {
            _MainTex ("Texture", 2D) = "white" {} 
        }
        SubShader 
        {
            Pass 
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 3.0
                
                sampler2D _MainTex;
                fixed4 frag (v2f i) : SV_Target
                {
                    return tex2D(_MainTex, i.uv);
                }
                ENDCG
            }
        }
    }
    
  2. Create a ComputeBuffer: This buffer will act as a container for your 3D data, making it directly accessible by the Compute Shader.

    public class Example : MonoBehaviour 
    {
        public ComputeShader myComputeShader; // Reference to your compute shader
    
        private ComputeBuffer _buffer; // Our compute buffer
        private int _kernelIndex; // Index of the compute shader kernel
        private int _size = 8 * 8 * 8; // Size of your 3D texture
    
        void Start() 
        {
            // ... [your existing initialization code] ...
    
            // Create ComputeBuffer
            _buffer = new ComputeBuffer(_size, sizeof(float)); 
    
            // Fill the compute buffer with your initial data
            _buffer.SetData(points_f); 
    
            // Get kernel index from the compute shader
            _kernelIndex = myComputeShader.FindKernel("CSMain"); 
        }
    
        void Update()
        {
            // ... [your existing logic] ...
    
            // Send data to compute shader
            myComputeShader.SetBuffer(_kernelIndex, "points", _buffer); 
    
            // Dispatch compute shader
            myComputeShader.Dispatch(_kernelIndex, 8, 8, 8); 
    
            // Read the updated data from the compute buffer
            _buffer.GetData(points_f); // Update your points_f array
            tex.SetPixelData(points_f, 0);
            tex.Apply();
        }
    
        void OnDestroy()
        {
            // Release the ComputeBuffer
            _buffer.Release(); 
        }
    }
    
  3. Write the Compute Shader Code: Implement the calculations you want to perform on your Texture3D data within the compute shader.

    RWTexture3D<float> points; // Declares the Texture3D as writeable
    
    [numthreads(8, 8, 8)] // Threads per group
    void CSMain (uint3 id : SV_DispatchThreadID)
    {
        // ... your calculations on 'points' ...
        if (id.x == 0 || id.y == 0 || id.z == 0 || id.x == 7 || id.y == 7 || id.z == 7) 
        {
            points[id] = -1000.0f;
        } 
        else 
        {
            points[id] = 1.0f;
        }
    }
    

Key Points:

  • The RWTexture3D declaration in HLSL signals that the texture is writeable.
  • The [numthreads] attribute specifies how many threads will execute the compute shader per group.
  • You use the SV_DispatchThreadID to access individual points within the Texture3D.
  • The ComputeBuffer acts as the bridge between your Unity script and the compute shader, facilitating data transfers.

Caveats:

  • Performance: Although the use of Compute Buffers optimizes data manipulation, the initial upload of data can still be costly.
  • Complexity: Implementing Compute Shaders adds an extra layer of complexity compared to traditional shader approaches.

Further Optimization:

  • Structured Buffer: If you're only writing to individual points, using a StructuredBuffer in your Compute Shader can be more efficient than a full RWTexture3D.

Example Usage:

Imagine you want to apply a blur effect to your Texture3D on the GPU. You could achieve this by using a Compute Shader that iterates over the points in the Texture3D, calculating a weighted average of nearby values for each point.

Final Thoughts:

By utilizing Compute Buffers and Compute Shaders, you can achieve truly GPU-based manipulation of your 3D textures in Unity. This approach unlocks powerful performance optimizations and gives you greater control over your shader computations.

Credits and References:

  • Stack Overflow: This article leverages information from a Stack Overflow question, acknowledging the original author's contribution. (Please provide the link to the Stack Overflow question if available.)
  • Unity Documentation: [link to relevant Unity documentation on Compute Shaders and Compute Buffers]

This article provides a comprehensive guide to making your Texture3D writeable on the GPU in Unity. We encourage you to experiment and explore the possibilities offered by these powerful tools.