Version: 2020.1
LanguageEnglish
  • C#

CommandBuffer.SetComputeTextureParam

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

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt);
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt);
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt, int mipLevel);
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt, int mipLevel);
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt, int mipLevel, Rendering.RenderTextureSubElement element);
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt, int mipLevel, Rendering.RenderTextureSubElement element);

Parameters

computeShader ComputeShader to set parameter for.
kernelIndex Which kernel the texture is being set for. See ComputeShader.FindKernel.
name Name of the texture variable in shader code.
nameID Property name ID. Use Shader.PropertyToID to get this ID.
rt Texture value or identifier to set, see RenderTargetIdentifier.
mipLevel Optional mipmap level of the read-write texture.
element Optional parameter that specifies the type of data to set from the RenderTexture.

Description

Adds a command to set a texture parameter on a ComputeShader.

Textures and buffers are set per-kernel. Use ComputeShader.FindKernel to find kernel index by function name. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.

By specifying a `RenderTextureSubElement`, you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.

See Also: DispatchCompute, SetComputeFloatParam, SetComputeFloatParams, SetComputeIntParam, SetComputeIntParams, SetComputeMatrixParam, SetComputeMatrixArrayParam, SetComputeVectorParam, SetComputeVectorArrayParam, SetComputeBufferParam, RenderTextureSubElement.

Did you find this page useful? Please give it a rating: