RayTracingShader.DispatchIndirect

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.


Did you find this page useful? Please give it a rating: