Hi all. So this is my first time using compute shaders so to play it safe I decided to use one from the asset store. I'm trying to generate SImplex Noise. When I call the compute shader however it gives the following error : Code (CSharp): NullReferenceException: Object reference not set to an instance of an object NoiseHandler.CreateNoise (Single x, Single y, Single z, Int32 iSize, Single Str, Single NoiseA, Single NoiseB, Single NoiseC) (at Assets/Scripts/Generation Scripts/Shader/NoiseHandler.cs:22) I get that the the compute shader can't be found but I don't know where I'm going wrong. Here's the code below : NoiseHandler : Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; public class NoiseHandler { ComputeShader perlin; public float CreateNoise(float x, float y, float z, int iSize = 32, float Str = 4.0f, float NoiseA = 0.000718f, float NoiseB = 0.000632f, float NoiseC = 0.000695f) { int mgen_id = perlin.FindKernel("Noise3d"); float Volume = 0f; perlin.SetFloat("Result", Volume); perlin.SetFloats("_StartPos", new float[] {x, y, z}); //perlin.SetFloat("_MyTime",Time.time*Speed); perlin.SetFloat("_Str", Str); perlin.SetFloat("_NoiseA", NoiseA); perlin.SetFloat("_NoiseB", NoiseB); perlin.SetFloat("_NoiseC", NoiseC); perlin.Dispatch(mgen_id, 1, 1, iSize); return Volume; } } Compute Shader : Code (CSharp): //Boris Novikov (17.09.2013) //Special thanks to Johannes Gotlén for shader example. // Each #kernel tells which function to compile; you can have many kernels #pragma kernel Simplex3D #pragma kernel FillEmpty #pragma kernel Plane #pragma kernel Sphere #define F3 1.0/3.0 #define G3 1.0/6.0 //Start position of this chunk float3 _StartPos; //Noise parameters float _Str; float _NoiseA; float _NoiseB; float _NoiseC; // Create a RenderTexture with enableRandomWrite flag and set it // with cs.SetTexture RWTexture3D<float> Result; float simplex3d(float3 ws) { //thanks to Stefan Gustavson, Linköping University, Sweden float xin = ws.x; float yin = ws.y; float zin = ws.z; const float3 grad3[12] = { float3(1,1,0),float3(-1,1,0),float3(1,-1,0),float3(-1,-1,0), float3(1,0,1),float3(-1,0,1),float3(1,0,-1),float3(-1,0,-1), float3(0,1,1),float3(0,-1,1),float3(0,1,-1),float3(0,-1,-1) }; const int perm[512] = {151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9, 129,22,39,253,19,98,108,110,79,113,224,232,178,185,112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107, 49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9, 129,22,39,253,19,98,108,110,79,113,224,232,178,185,112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107, 49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; const int permMod12[512] = { 7,4,5,7,6,3,11,1,9,11,0,5,2,5,7,9,8,0,7,6,9,10,8,3,1,0,9,10,11,10,6,4,7,0,6,3, 0,2,5,2,10,0,3,11,9,11,11,8,9,9,9,4,9,5,8,3,6,8,5,4,3,0,8,7,2,9,11,2,7,0,3,10,5 ,2,2,3,11,3,1,2,0,7,1,2,4,9,8,5,7,10,5,4,4,6,11,6,5,1,3,5,1,0,8,1,5,4,0,7,4,5, 6,1,8,4,3,10,8,8,3,2,8,4,1,6,5,6,3,4,4,1,10,10,4,3,5,10,2,3,10,6,3,10,1,8,3,2, 11,11,11,4,10,5,2,9,4,6,7,3,2,9,11,8,8,2,8,10,7,10,5,9,5,11,11,7,4,9,9,10,3,1,7, 2,0,2,7,5,8,4,10,5,4,8,2,6,1,0,11,10,2,1,10,6,0,0,11,11,6,1,9,3,1,7,9,2,11,11,1, 0,10,7,1,7,10,1,4,0,0,8,7,1,2,9,7,4,6,2,6,8,1,9,6,6,7,5,0,0,3,9,8,3,6,6,11,1, 0,0,7,4,5,7,6,3,11,1,9,11,0,5,2,5,7,9,8,0,7,6,9,10,8,3,1,0,9,10,11,10,6,4,7,0,6,3, 0,2,5,2,10,0,3,11,9,11,11,8,9,9,9,4,9,5,8,3,6,8,5,4,3,0,8,7,2,9,11,2,7,0,3,10,5, 2,2,3,11,3,1,2,0,7,1,2,4,9,8,5,7,10,5,4,4,6,11,6,5,1,3,5,1,0,8,1,5,4,0,7,4,5, 6,1,8,4,3,10,8,8,3,2,8,4,1,6,5,6,3,4,4,1,10,10,4,3,5,10,2,3,10,6,3,10,1,8,3,2, 11,11,11,4,10,5,2,9,4,6,7,3,2,9,11,8,8,2,8,10,7,10,5,9,5,11,11,7,4,9,9,10,3,1,7, 2,0,2,7,5,8,4,10,5,4,8,2,6,1,0,11,10,2,1,10,6,0,0,11,11,6,1,9,3,1,7,9,2,11,11,1, 0,10,7,1,7,10,1,4,0,0,8,7,1,2,9,7,4,6,2,6,8,1,9,6,6,7,5,0,0,3,9,8,3,6,6,11,1,0,0 }; float n0,n1,n2,n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D int i = floor(xin+s); int j = floor(yin+s); int k = floor(zin+s); float t = (i+j+k)*G3; float X0 = i-t; // Unskew the cell origin back to (x,y,z) space float Y0 = j-t; float Z0 = k-t; float x0 = xin-X0; // The x,y,z distances from the cell origin float y0 = yin-Y0; float z0 = zin-Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords if(x0>=y0) { if(y0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order } else { // x0<y0 if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0*G3; float z2 = z0 - k2 + 2.0*G3; float x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0 + 3.0*G3; float z3 = z0 - 1.0 + 3.0*G3; // Work out the hashed gradient indices of the four simplex corners int ii = i & 255; int jj = j & 255; int kk = k & 255; int gi0 = permMod12[ii+perm[jj+perm[kk]]]; int gi1 = permMod12[ii+i1+perm[jj+j1+perm[kk+k1]]]; int gi2 = permMod12[ii+i2+perm[jj+j2+perm[kk+k2]]]; int gi3 = permMod12[ii+1+perm[jj+1+perm[kk+1]]]; // Calculate the contribution from the four corners float t0 = 0.6 - x0*x0 - y0*y0 - z0*z0; if(t0<0){ n0 = 0.0; } else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], float3(x0, y0, z0)); } float t1 = 0.6 - x1*x1 - y1*y1 - z1*z1; if(t1<0){ n1 = 0.0; } else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1],float3(x1, y1, z1)); } float t2 = 0.6 - x2*x2 - y2*y2 - z2*z2; if(t2<0){ n2 = 0.0; } else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2],float3(x2,y2,z2)); } float t3 = 0.6 - x3*x3 - y3*y3 - z3*z3; if(t3<0){ n3 = 0.0; } else { t3 *= t3; n3 = t3 * t3 * dot(grad3[gi3],float3( x3,y3,z3)); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0*(n0 + n1 + n2 + n3); //return 0; } [numthreads(32,32,1)] void Simplex3d(uint3 id : SV_DispatchThreadID) { int x,y,z; //20 UUnits in 1 voxel I assume x=id.x*20;y=id.y*20;z=id.z*20; x += _StartPos.x*20.0;y += _StartPos.y*20.0; z+=_StartPos.z*20.0; float3 ws = float3(x,y,z); float density = 1.0; float noiseA = simplex3d(float3(x, y, z)* _NoiseA*_Str)*2 - 0.5; float noiseB = simplex3d(float3(x, y, z)* _NoiseB*_Str); float noiseC = simplex3d(float3(x, y, z)* _NoiseC*_Str); Result[float3(id.x,id.y,id.z)] = clamp(saturate(density+noiseA+ noiseB + noiseC / 5),-1.0,1.0); } [numthreads(32,32,1)] void Plane (uint3 id : SV_DispatchThreadID) { float Density = -1.0; if (id.y > 1) Density = 1.0; Result[float3(id.x,id.y,id.z)] = Density; } [numthreads(32,32,1)] void Sphere (uint3 id : SV_DispatchThreadID) { float _Brush_Size = 25.0; float3 v_center = float3(27,27,27); float3 pPosition = _StartPos+id.xyz; //*20.0 float dist = distance(pPosition,v_center); float density = _Brush_Size-dist; clamp(density,-1.0,1.0); Result[id.xyz]=lerp(Result[id.xyz], max(density,Result[id.xyz]), 0.9); } [numthreads(32,32,1)] void FillEmpty (uint3 id : SV_DispatchThreadID) { Result[id.xyz]=0; }
I wouldn't call a simplex noise algorithm playing it safe for your first attempt, but I salute you for trying to jump in at the deep-end. It's evident however that you've yet to grasp the basics of compute shaders and how they work in Unity. For this reason I strongly suggest taking a step back and going over some tutorials. Click here and follow the links.