Version: 2021.2

描述

GraphicsBuffer can be used as a structured buffer.

在 HLSL 着色器中,此类型映射到 StructuredBuffer<T>RWStructuredBuffer<T>

When you construct a GraphicsBuffer of this type, the value of stride must match the stride of the corresponding StructuredBuffer struct type in your HLSL code. It must also be a multiple of 4, and less than 2048.

See Microsoft's HLSL documentation on StructuredBuffer and RWStructuredBuffer.

DirectX 11 does not allow Index or ::Vertex buffers to also be Structured. For compute shader mesh data access with DirectX 11 compatibility, it is best to use Raw.

See Also: GraphicsBuffer, ComputeShader, Material.SetBuffer.

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