Version: 2020.3
LanguageEnglish
  • C#

Shader.SetGlobalConstantBuffer

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

Declaration

public static void SetGlobalConstantBuffer(string name, ComputeBuffer value, int offset, int size);

Declaration

public static void SetGlobalConstantBuffer(int nameID, ComputeBuffer value, int offset, int size);

Declaration

public static void SetGlobalConstantBuffer(string name, GraphicsBuffer value, int offset, int size);

Declaration

public static void SetGlobalConstantBuffer(int nameID, GraphicsBuffer value, int offset, int size);

Parameters

nameID The name ID of the constant buffer retrieved by Shader.PropertyToID.
name The name of the constant buffer to override.
value The buffer to override the constant buffer values with, or null to remove binding.
offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
size The number of bytes to bind.

Description

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for all shader types.

See Material.SetConstantBuffer for usage. If a constant buffer is bound both globally and per-material, the per-material buffer is used. However, if a constant buffer is bound globally, it overrides all shader parameters in all materials that reside in any constant buffer with the given name. Use this function with special caution, especially when you're using constant buffer names that are commonly used, as it may have unintended effects.