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unity Unity shaders: best way of handelinghandling data structures

I'm working on a shader in unityUnity that uses a binairy treeBinary Tree to store some precomputed values, this binairybinary tree should be avaibleavailable to the shaders and would idealyideally 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?

unity shaders best way of handeling data structures

I'm working on a shader in unity that uses a binairy tree to store some precomputed values, this binairy tree should be avaible to the shaders and would idealy 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?

Unity shaders: best way of handling data structures

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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unity shaders best way of handeling data structures

I'm working on a shader in unity that uses a binairy tree to store some precomputed values, this binairy tree should be avaible to the shaders and would idealy 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?