Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

CommandBuffer.SetRayTracingConstantBufferParam

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 SetRayTracingConstantBufferParam(Rendering.RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetRayTracingConstantBufferParam(Rendering.RayTracingShader rayTracingShader, string name, ComputeBuffer buffer, int offset, int size);

Declaration

public void SetRayTracingConstantBufferParam(Rendering.RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size);

Declaration

public void SetRayTracingConstantBufferParam(Rendering.RayTracingShader rayTracingShader, string name, GraphicsBuffer buffer, int offset, int size);

Parameters

rayTracingShader The RayTracingShader to set parameter for.
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 constant buffer in shader code.
buffer The buffer to bind as constant buffer.
offset The offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
size The number of bytes to bind.

Description

Adds a command to set a constant buffer on a RayTracingShader.

Only shaders defined in the .raytrace file can access the constant buffer you designate as the argument for this method. To make this constant buffer accessible to all ray tracing shader types (closest hit, any hit, or miss, for example), call the CommandBuffer.SetGlobalConstantBuffer method instead.

See RayTracingShader.SetConstantBuffer for usage.