I'm working on a shader in Unity that uses a Binary Tree to store some precomputed values, this binary tree should be available to the shaders and would ideally also be constructed on the graphics card (each node in this tree is based on 1 pixel) is there a good way of doing this?
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The best way of passing such data to the GPU, using the shaders pipeline, would probably be with a texture. Knowing that, your own question answers it: A texture with one pixel for each node of the tree. |
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