Version: 2022.3
言語: 日本語

説明

GraphicsBuffer can be used as an append-consume buffer.

Allows a buffer to be treated like a stack in compute shaders. Maps to AppendStructuredBuffer<T> or ConsumeStructuredBuffer<T> in HLSL.

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 AppendStructuredBuffer and ConsumeStructuredBuffer.

The buffer size value can be copied into another buffer using GraphicsBuffer.CopyCount, or explicitly reset with GraphicsBuffer.SetCounterValue.

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