Version: 2022.3
言語: 日本語
public GraphicsBuffer.Target indexBufferTarget ;

説明

The intended target usage of the Mesh GPU index buffer.

By default, Mesh index buffers have GraphicsBuffer.Target.Index usage target. If you want to access the mesh index buffer from a compute shader, additional targets need to be requested, for example GraphicsBuffer.Target.Raw.

using UnityEngine;

public class ExampleScript : MonoBehaviour { public Mesh mesh; public ComputeShader computeShader; void Start() { // Mark the index buffer as needing "Raw" // (ByteAddressBuffer, RWByteAddressBuffer in HLSL shaders) // access. mesh.indexBufferTarget |= GraphicsBuffer.Target.Raw; // Get the index buffer of the Mesh, and set it up // as a buffer parameter to a compute shader. var indexBuffer = mesh.GetIndexBuffer(); computeShader.SetBuffer(0, "MeshIndexBuffer", indexBuffer); indexBuffer.Dispose(); } }
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