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.
CloseFor 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.
CloseGraphicsBuffer can be used as a raw byte-address buffer.
In HLSL shaders, this maps to ByteAddressBuffer
or RWByteAddressBuffer
. The underlying DirectX 11 format for
shader access is typeless R32.
See Microsoft's HLSL documentation on ByteAddressBuffer and RWByteAddressBuffer.
See Also: GraphicsBuffer, ComputeShader, Material.SetBuffer, Mesh.vertexBufferTarget, Mesh.indexBufferTarget.