Version: 2023.2
LanguageEnglish
  • C#

RayTracingShader.SetConstantBuffer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void SetConstantBuffer(int nameID, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(string name, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(int nameID, GraphicsBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(string name, GraphicsBuffer buffer, int offset, int size);

Parameters

nameID The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID.
name The name of the constant buffer in shader code.
buffer The buffer to bind as constant buffer.
offset The offset in bytes from the beginning of the ComputeBuffer or GraphicsBuffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
size The number of bytes to bind.

Description

Binds a constant buffer created through a ComputeBuffer or a GraphicsBuffer.

Use this method to override all of the shader parameters in the given constant buffer with the contents of the given ComputeBuffer or GraphicsBuffer.

When using a ComputeBuffer as parameter, it must have been created with a ComputeBufferType.Constant flag. Similarly, when a GraphicsBuffer is used as parameter, it must have been created with a GraphicsBuffer.Target.Constant flag. The data layout of the constant buffer must match exactly with the data provided in the ComputeBuffer or GraphicsBuffer.

If the obove conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.

After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to RayTracingShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.

Only shaders defined in the .raytrace file can access the constant buffer you designate as the argument for this method. To make this buffer accessible to all ray tracing shader types (closest hit, any hit, miss, etc.), call the Shader.SetGlobalConstantBuffer method instead.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961