physarum | Physarum polycephalum slime mold simulation
kandi X-RAY | physarum Summary
kandi X-RAY | physarum Summary
This is a particle-based simulation inspired by the Physarum polycephalum slime mold.
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QUESTION
I am currently trying to get my growth algorithm to work on a texture.
When running in the editor everything works as expected, however once I build the project, the whole RenderTexture becomes a solid color (red, green or blue [R8G8B8A8_UNORM] depending on the color format) with the simulation on top.
I have already tried to use an HDRP unlit texture shader instead of my custom transparency shader, which produced the same issue leading me to believe that my mistake lies somewhere within the compute shader drawing onto the texture. Also, I rebuilt the project using URP which unfortunately also produced the same result.
One other thing, I recently noticed that minimizing and maximizing the game window on runtime in the editor more than once crashes unity although I can't image how this has anything to do with the issue at hand.
EDIT: Just built the same project for windows (DX11) which works perfectly. This therefore seems to be an issue with the Metal API.
Interestingly, the maximizing/minimizing problem appears only if vsync is enabled and the touchpad gesture is used.
Unity Version 2021.2.12f1 using the HDRP on MacOS Monterey 12.2.1.
GitHub if you would like to reproduce the error: https://github.com/whatphilipcodes/seed
Compute Shader Code below.
...ANSWER
Answered 2022-Feb-21 at 20:04The way I ended up solving my issue was to add a kernel that sets all pixels to black, dispatched from the start() method.
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