How do I pass UTexture2D to compute shader?
I'm currently writing a compute shader that process multiples textures to one single. I'd like to know how you do to basically create a shader resource from an UTexture2D passed from a component and set it to my shader. I've tried CreateResource() then InitRHI() but it always crashes when try to call RHICreateUnorderedAccessView().
Could you help me?
asked Dec 22 '14 at 10:45 AM in Rendering
Follow this question
Once you sign in you will be able to subscribe for any updates here