blendShapeIndex | Which blend shape to locate the data for. |
BlendShapeBufferRange A struct that describes the start and end index of the data for the given blend shape.
Get the location of blend shape vertex data for a given blend shape.
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 this function, Unity returns a BlendShapeBufferRange for the given blend shape. Use it 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 are 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(); } }
Additional resources: UnityEngine.BlendShapeBufferRange, Mesh.GetBlendShapeBuffer, BlendShapeBufferLayout.PerShape