nameID | The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID. |
buffer | The buffer to bind as constant buffer. |
offset | The offset in bytes from the beginning of the ComputeBuffer to bind. Must be a multiple of SystemInfo.MinConstantBufferAlignment, or 0 if that value is 0. |
size | The number of bytes to bind. |
Sets a ComputeBuffer as a named constant buffer for the RayTracingShader.
Use this method to override all of the shader parameters in the given constant buffer with the contents of the given ComputeBuffer.
This method can be used only if the ComputeBuffer was created with a ComputeBufferType.Constant flag. The data layout of the constant buffer must match exactly with the data provided in the ComputeBuffer.
If the obove conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.
After this function has been called with a non-null ComputeBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to RayTracingShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.
The constant buffer specified as argument can be used only by the shaders defined inside the .raytrace file associated with the RayTracingShader. If the constant buffer needs to be visible in all ray tracing shader passes (hit groups in DirectX Raytracing terminology) then Shader.SetGlobalConstantBuffer must be used.
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