Version: 2017.2
public void Dispatch (int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ);

Parameters

kernelIndex Which kernel to execute. A single compute shader asset can have multiple kernel entry points.
threadGroupsX Number of work groups in the X dimension.
threadGroupsY Number of work groups in the Y dimension.
threadGroupsZ Number of work groups in the Z dimension.

Description

Выполнить вычисляемый шейдер.

This functions "runs" the compute shader, launching the indicated number of compute shader thread groups in the X, Y and Z dimensions. Within each work group, a number of shader invocations ("threads") are made. The work group size is specified in the compute shader itself (using "numthreads" HLSL attribute), and the total amount of compute shader invocations is thus group count multiplied by the thread group size. Work group size can be queried using GetKernelThreadGroupSizes function.

See Also: FindKernel, GetKernelThreadGroupSizes, DispatchIndirect, Compute Shaders.

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