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Namespace: UnityEngine
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CloseData buffer to hold data for compute shaders.
ComputeShader programs often need arbitrary data to be read & written into memory buffers. ComputeBuffer class is exactly for that - you can create & fill them from script code, and use them in compute shaders or regular shaders.
Compute shaders need a fairly modern GPU and are only available when using DirectX 11 right now. On shader side, ComputeBuffers map to StructuredBuffer<T> and RWStructuredBuffer<T> in HLSL.See Also: SystemInfo.supportsComputeShaders, ComputeShader class, Shader.SetGlobalBuffer, Material.SetBuffer, Compute Shaders.count | Number of elements in the buffer (Read Only). |
stride | Size of one element in the buffer (Read Only). |
ComputeBuffer | Create a Compute Buffer. |
GetData | Read data values from the buffer into an array. |
Release | Release a Compute Buffer. |
SetData | Set the buffer with values from an array. |
CopyCount | Set buffer data. |