Version: 2021.3
LanguageEnglish
  • C#

SkinnedMeshRenderer.GetVertexBuffer

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 GraphicsBuffer GetVertexBuffer();

Returns

GraphicsBuffer The skinned mesh vertex buffer as a GraphicsBuffer.

Description

Retrieves a GraphicsBuffer that provides direct access to the GPU vertex buffer for this skinned mesh, for the current frame.

During motion vector rendering (used for motion blur, temporal anti-aliasing, or other effects), skinned meshes that have skinnedMotionVectors on alternate between two GPU vertex buffers. You can access the GPU vertex buffer for the current frame using GetVertexBuffer, and for the previous frame using GetPreviousVertexBuffer.

You can use this method to access the skinned mesh vertex buffer for the current frame in a ComputeShader. To do that, first request an appropriate buffer binding target via vertexBufferTarget, then get the graphics buffer using GetVertexBuffer, and then set it up as a parameter for your shaders using ComputeBuffer.SetBuffer, Material.SetBuffer and similar methods.

Additional resources: vertexBufferTarget, GetPreviousVertexBuffer.