“...”中的着色器错误:内核“...”中“...”的未知参数类型 (39)

Shader error in '...': Unknown parameter type (39) for '...' at kernel '...'

我知道我只是在这里转储了很多代码,但是我收到的这条错误消息没有给出真实的行号,也没有显示在 Google 上。我什至不知道它是什么意思,因为 F3 和 G3 都是常量。

好吧,它确实在检查器中给出了第 21 行,但是如果您在任一计算着色器文件中转到该行,那将没有任何意义。第39行也一样,我也看了

双击错误没有任何帮助。


DefaultPlanetGenerator.compute


#pragma kernel Generate
#include "PlanetGeneratorTools.compute"
#include "Noise.compute"

float radius;


float GetUnitHeight(float3 vertex) {

    // TODO:  Write code here!
    float height = Noise(vertex) * 10;
    return height;

}

[numthreads(1, 1, 1)]
void Generate (uint3 id : SV_DispatchThreadID) {

    // Get vertex.
    int index = GetIndex(id);
    float3 vertex = vertices[index];
    // Set vertex to height.
    vertices[index] = vertex * GetUnitHeight(vertex) * radius;

}


Noise.compute

/*
 *
 * This code is a translation of the original code found below to work as a compute shader function.
 * Original .cs file from https://github.com/SebLague/Procedural-Planets/blob/master/Procedural%20Planet%20Noise/Noise.cs
 *
 */

const int noise_size = 256;
const int noise_source[] = {
    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 double Sqrt3 = 1.7320508075688772935;
const double Sqrt5 = 2.2360679774997896964;
const double F2 =    0.3660254037844386467;
const double G2 =    0.2113248654051871177;
const double G22 =  -0.5773502691896257645;
const double F3 =    0.3333333333333333333;
const double G3 =    0.1666666666666666666;
const double F4 =    0.3090169943749474241;
const double G4 =    0.1381966011250105151;
const double G42 =   0.2763932022500210303;
const double G43 =   0.4145898033750315455;
const double G44 =  -0.4472135954999579392;

const int Grad3[][3] = {
    {+1, +1, 0}, {-1, +1, 0}, {+1, -1, 0},
    {-1, -1, 0}, {+1, 0, +1}, {-1, 0, +1},
    {+1, 0, -1}, {-1, 0, -1}, {0, +1, +1},
    {0, -1, +1}, {0, +1, -1}, {0, -1, -1}
};




int noise_seed;
int noise_random[512];


float Noise(double3 position);
void Randomize(int seed);
int FastFloor(double x);
void UnpackLittleUint32(int value, int buffer[4]);




/// <summary>
/// Generates value, typically in range [-1, 1]
/// </summary>
float Noise(double3 position) {

    double x = position.x;
    double y = position.y;
    double z = position.z;
    double n0 = 0, n1 = 0, n2 = 0, n3 = 0;

    // Noise contributions from the four corners
    // Skew the input space to determine which simplex cell we're in
    double s = (x + y + z) * F3;

    // for 3D
    int i = FastFloor(x + s);
    int j = FastFloor(y + s);
    int k = FastFloor(z + s);

    double t = (i + j + k) * G3;

    // The x,y,z distances from the cell origin
    double x0 = x - (i - t);
    double y0 = y - (j - t);
    double z0 = z - (k - t);

    // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
    // Determine which simplex we are in.
    // Offsets for second corner of simplex in (i,j,k)
    int i1, j1, k1;

    // coords
    int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords

    if (x0 >= y0)
    {
        if (y0 >= z0)
        {
            // X Y Z order
            i1 = 1;
            j1 = 0;
            k1 = 0;
            i2 = 1;
            j2 = 1;
            k2 = 0;
        }
        else if (x0 >= z0)
        {
            // X Z Y order
            i1 = 1;
            j1 = 0;
            k1 = 0;
            i2 = 1;
            j2 = 0;
            k2 = 1;
        }
        else
        {
            // Z X Y order
            i1 = 0;
            j1 = 0;
            k1 = 1;
            i2 = 1;
            j2 = 0;
            k2 = 1;
        }
    }
    else
    {
        // x0 < y0
        if (y0 < z0)
        {
            // Z Y X order
            i1 = 0;
            j1 = 0;
            k1 = 1;
            i2 = 0;
            j2 = 1;
            k2 = 1;
        }
        else if (x0 < z0)
        {
            // Y Z X order
            i1 = 0;
            j1 = 1;
            k1 = 0;
            i2 = 0;
            j2 = 1;
            k2 = 1;
        }
        else
        {
            // Y X Z order
            i1 = 0;
            j1 = 1;
            k1 = 0;
            i2 = 1;
            j2 = 1;
            k2 = 0;
        }
    }

    // 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.

    // Offsets for second corner in (x,y,z) coords
    double x1 = x0 - i1 + G3;
    double y1 = y0 - j1 + G3;
    double z1 = z0 - k1 + G3;

    // Offsets for third corner in (x,y,z)
    double x2 = x0 - i2 + F3;
    double y2 = y0 - j2 + F3;
    double z2 = z0 - k2 + F3;

    // Offsets for last corner in (x,y,z)
    double x3 = x0 - 0.5;
    double y3 = y0 - 0.5;
    double z3 = z0 - 0.5;

    // Work out the hashed gradient indices of the four simplex corners
    int ii = i & 0xff;
    int jj = j & 0xff;
    int kk = k & 0xff;

    // Calculate the contribution from the four corners
    double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
    if (t0 > 0) {

        t0 *= t0;
        int gi0 = noise_random[ii + noise_random[jj + noise_random[kk]]] % 12;
        n0 = t0 * t0 * dot(double3(Grad3[gi0][0], Grad3[gi0][1], Grad3[gi0][2]), double3(x0, y0, z0));

    }

    double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
    if (t1 > 0) {

        t1 *= t1;
        int gi1 = noise_random[ii + i1 + noise_random[jj + j1 + noise_random[kk + k1]]] % 12;
        n1 = t1 * t1 * dot(double3(Grad3[gi1][0], Grad3[gi1][1], Grad3[gi1][2]), double3(x1, y1, z1));

    }

    double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
    if (t2 > 0) {

        t2 *= t2;
        int gi2 = noise_random[ii + i2 + noise_random[jj + j2 + noise_random[kk + k2]]] % 12;
        n2 = t2 * t2 * dot(double3(Grad3[gi2][0], Grad3[gi2][1], Grad3[gi2][2]), double3(x2, y2, z2));

    }

    double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
    if (t3 > 0) {

        t3 *= t3;
        int gi3 = noise_random[ii + 1 + noise_random[jj + 1 + noise_random[kk + 1]]] % 12;
        n3 = t3 * t3 * dot(double3(Grad3[gi3][0], Grad3[gi3][1], Grad3[gi3][2]), double3(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 (float)(n0 + n1 + n2 + n3) * 32;

}

int FastFloor(double x) {
    if (x >= 0) return (int)x;
    else return (int)x - 1;
}

void UpackLittleUint32(int value, int buffer[4]) {
    buffer[0] = value & 0x000000ff % 255;
    buffer[1] = value & 0x0000ff00 % 255;
    buffer[2] = value & 0x00ff0000 % 255;
    buffer[3] = value & 0xff000000 % 255;
}

void Randomize(int seed) {
    
    if (seed != 0) {

        int F[4];
        UnpackLittleUint32(seed, F);

        for (int i = 0; i < noise_size; i++) {
            noise_random[i] = noise_source[i] ^ F[0] ^ F[1] ^ F[2] ^ F[3];
            noise_random[i + noise_size] = noise_random[i];
        }

    }

    else {

        for (int i = 0; i < noise_size; i++) {
            noise_random[i + noise_size] = noise_random[i] = noise_source[i];
        }

    }

}

float 类型替换所有 double 类型解决了问题。