Version: Unity 6 Preview (6000.0)
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ComputeShader.SetConstantBuffer

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Declaration

public void SetConstantBuffer(int nameID, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(string name, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(int nameID, GraphicsBuffer buffer, int offset, int size);

Declaration

public void SetConstantBuffer(string name, GraphicsBuffer buffer, int offset, int size);

Parameters

nameID The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID.
name The name of the buffer to bind as constant buffer.
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.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 the ComputeShader.

You can use this method to override all of the parameters in a compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.

To use this method, the following must be true:

If the above conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.

The data layout of the constant buffer may be different depending on the graphics API. This means SetConstantBuffer might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.

After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to ComputeShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.

Constant buffers are bound to all kernels in a ComputeShader.