Graphics.SetRandomWriteTarget
static function SetRandomWriteTarget(index: int, uav: RenderTexture): void;
static void SetRandomWriteTarget(int index, RenderTexture uav);
static def SetRandomWriteTarget(index as int, uav as RenderTexture) as void
static function SetRandomWriteTarget(index: int, uav: ComputeBuffer): void;
static void SetRandomWriteTarget(int index, ComputeBuffer uav);
static def SetRandomWriteTarget(index as int, uav as ComputeBuffer) as void
Description

Set random write target for DX11 pixel shaders.

DirectX 11 pixel shaders can write into arbitrary locations of some textures, called "unordered access views" in DX11. 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 targets stay set until you manually clear them with ClearRandomWriteTargets.

See Also: RenderTexture.enableRandomWrite, ComputeBuffer, DirectX 11.