Version: 2022.2
言語: 日本語

説明

ComputeBuffer that you can use as a constant buffer (uniform buffer).

If you use this flag, you can use the ComputeBuffer as a parameter to ComputeShader.SetConstantBuffer and Material.SetConstantBuffer. If you also need the buffer to be bound as a structured buffer, you must add the ComputeBufferType.StructuredBuffer flag. Some renderers (such as DX11) do not support binding buffers as both constant and structured buffers.

The data layout of a shader's constant buffer may be different depending on the graphics API. This means ComputeShader.SetConstantBuffer or Material.SetConstantBuffer might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.

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