Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

Mesh.GetBlendShapeBufferRange

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

Switch to Manual

Declaration

public BlendShapeBufferRange GetBlendShapeBufferRange(int blendShapeIndex);

Parameters

blendShapeIndex Which blend shape to locate the data for.

Returns

BlendShapeBufferRange A struct that describes the start and end index of the data for the given blend shape.

Description

Get the location of blend shape vertex data for a given blend shape.

When you call Mesh.GetBlendShapeBuffer with BlendShapeBufferLayout.PerShape, Unity returns a GraphicsBuffer that contains blend shape vertex data, ordered by blend shape.

When you call this function, Unity returns a BlendShapeBufferRange for the given blend shape. Use it to locate the data for that blend shape in the GraphicsBuffer.

using UnityEngine;
using UnityEngine.Rendering;

public class Example : MonoBehaviour { public Mesh mesh; public ComputeShader computeShader;

void Start() { // Fetch GraphicsBuffer with Blend Shape data, ordered per shape, from the mesh var perShapeBuffer = mesh.GetBlendShapeBuffer(BlendShapeBufferLayout.PerShape);

// Iterate over all Blend Shapes in a mesh for(int blendShapeIndex = 0; blendShapeIndex < mesh.blendShapeCount; ++blendShapeIndex) { // Fetch which indices in the buffer that are part of this Blend Shape var blendShapeRange = mesh.GetBlendShapeBufferRange(blendShapeIndex);

// Set the start and end indices of the Blend Shape in the compute shader computeShader.SetInt("_StartIndex", (int)blendShapeRange.startIndex); computeShader.SetInt("_EndIndex", (int)blendShapeRange.endIndex);

// Dispatch compute shader and access data between start and end index for this Blend Shape computeShader.Dispatch(0, 64, 1, 1); }

// Dispose of GraphicsBuffer to avoid leak memory perShapeBuffer.Dispose(); } }

Additional resources: UnityEngine.BlendShapeBufferRange, Mesh.GetBlendShapeBuffer, BlendShapeBufferLayout.PerShape

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