Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

RayTracingShader.DispatchIndirect

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

Declaration

public void DispatchIndirect(string rayGenFunctionName, GraphicsBuffer argsBuffer, uint argsOffset, Camera camera);

Parameters

rayGenFunctionName The name of the ray generation shader.
argsBuffer Buffer containing dispatch dimensions.
argsOffset The byte offset into the buffer where the dispatch dimensions start.
camera If you pass this parameter, Unity sets up built-in shader variables related to that camera.

Description

Dispatches this RayTracingShader.

This method is similar to Dispatch but the GPU retrieves the dispatch dimensions from argsBuffer. The typical use case is generating arbitrary amount of data using a ComputeShader and then dispatching that data, without requiring a readback to the CPU to retrieve the data size.

The buffer with arguments, argsBuffer, must contain three integer numbers at given argsOffset values representing the dispatch dimensions: width, height and depth.

Additional resources: SystemInfo.supportsIndirectDispatchRays, GraphicsBuffer.CopyCount.