Graphics.SetRandomWriteTarget

Switch to Manual
public static void SetRandomWriteTarget (int index, ComputeBuffer uav, bool preserveCounterValue= false);
public static void SetRandomWriteTarget (int index, GraphicsBuffer uav, bool preserveCounterValue= false);
public static void SetRandomWriteTarget (int index, RenderTexture uav);

Parameters

indexIndex of the random write target in the shader.
uavBuffer or texture to set as the write target.
preserveCounterValueWhether to leave the append/consume counter value unchanged.

Description

Set random write target for Shader Model 4.5 level pixel shaders.

Shader Model 4.5 and above level pixel shaders can write into arbitrary locations of some textures and buffers, called "unordered access views" (UAV) in UsingDX11GL3Features. These "random write" targets are set similarly to how multiple render targets are set. You can either use a RenderTexture with enableRandomWrite flag set, or a ComputeBuffer as target.

The UAV indexing varies a bit between different platforms. On DX11 the first valid UAV index is the number of active render targets. So the common case of single render target the UAV indexing will start from 1. Platforms using automatically translated HLSL shaders will match this behaviour. However, with hand-written GLSL shaders the indexes will match the bindings. On PS4 the indexing starts always from 1 to match the most common case.

When setting a ComputeBuffer, the preserveCounterValue parameter indicates whether to leave the counter value unchanged, or reset it to 0 (the default behaviour).

The targets stay set until you manually clear them with ClearRandomWriteTargets.

See Also: RenderTexture.enableRandomWrite, ComputeBuffer, ComputeBuffer.SetCounterValue, UsingDX11GL3Features.

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