Version: 2019.3
LanguageEnglish
  • C#

Material.SetConstantBuffer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public void SetConstantBuffer(string name, ComputeBuffer value, int offset, int size);
public void SetConstantBuffer(int nameID, ComputeBuffer value, int offset, int size);

Parameters

nameThe name of the constant buffer to override.
valueThe ComputeBuffer to override the constant buffer values with, or null to remove binding.
offsetOffset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.MinConstantBufferAlignment, or 0 if that value is 0.
sizeThe number of bytes to bind.
nameIDThe shader property ID of the constant buffer to override.

Description

Sets a ComputeBuffer as a named constant buffer for the material.

You can use this method to override all the shader parameters that reside in a constant buffer with a given name. The parameters are overridden with the contents of the given ComputeBuffer. To use this method, the following must be true: The ComputeBuffer must have been created with a ComputeBufferType.Constant flag. The data layout of the constant buffer must match exactly with the data provided in the ComputeBuffer. All the different shader variants for this Material must se the same constant buffer layout for the given constant buffer.

After this function has been called with a non-null ComputeBuffer, any calls to Material.SetFloat etc have no effect, if they contain a parameter name pointing to a variable inside the overridden constant buffer.