Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

BlendShapeBufferRange

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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

Description

Describes the location of blend shape vertex data in a GraphicsBuffer.

When you call Mesh.GetBlendShapeBuffer with BlendShapeBufferLayout.PerShape, Unity returns a GraphicsBuffer that contains blend shape vertex data, ordered by blend shape.

When you call Mesh.GetBlendShapeBufferRange for a given blend shape, Unity returns this struct. Use this struct to locate the data for that blend shape in the GraphicsBuffer.

using UnityEngine;
using UnityEngine.Rendering;

public class Example : MonoBehaviour { public Mesh mesh; public ComputeShader computeShader;

void Start() { // Fetch GraphicsBuffer with Blend Shape data, ordered per shape, from the mesh var perShapeBuffer = mesh.GetBlendShapeBuffer(BlendShapeBufferLayout.PerShape);

// Iterate over all Blend Shapes in a mesh for (int blendShapeIndex = 0; blendShapeIndex < mesh.blendShapeCount; ++blendShapeIndex) { // Fetch which indices in the buffer that is part of this Blend Shape var blendShapeRange = mesh.GetBlendShapeBufferRange(blendShapeIndex);

// Set the start and end indices of the Blend Shape in the compute shader computeShader.SetInt("_StartIndex", (int)blendShapeRange.startIndex); computeShader.SetInt("_EndIndex", (int)blendShapeRange.endIndex);

// Dispatch compute shader and access data between start and end index for this Blend Shape computeShader.Dispatch(0, 64, 1, 1); }

// Dispose of GraphicsBuffer to avoid leak memory perShapeBuffer.Dispose(); } }

Properties

endIndexThe index of the last blend shape vertex for the requested blend shape.
startIndexThe index of the first blend shape vertex for the requested blend shape.