Version: Unity 7.0 Alpha (7000.0)
LanguageEnglish
  • C#

BindingInfo

struct in UnityEngine.Shaders

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Description

Provides information about a shader resource binding.

This struct represents the read-only information about a single resource in a compiled rasterization or compute shader variant.

Additional resources: ShaderData.Pass.CompileVariant, ResourceBindingInfo, TextureBindingInfo.

using UnityEditor;
using UnityEngine;
using UnityEngine.Shaders;

// Adds a new Editor menu item called Example.
// Select a shader asset in the Project window, then select
// Example > PrintVariantCompileInfoExample from the Editor menu.
// Information of a compiled variant will be printed as debug log.
public class PrintVariantCompileInfoExample
{
    [MenuItem("Example/PrintVariantCompileInfoExample")]
    static void MenuCallback()
    {
        if (Selection.activeObject is Shader selectedShader)
        {
            // Get the first pass of the the first subshader
            ShaderData shaderData = ShaderUtil.GetShaderData(selectedShader);
            ShaderData.Subshader subShader = shaderData.GetSubshader(0);
            ShaderData.Pass pass = subShader.GetPass(0);

            // Compile a vertex shader variant without any keywords
            var keywords = new string[] { };
            ShaderData.VariantCompileInfo info = pass.CompileVariant(UnityEditor.Rendering.ShaderType.Vertex, keywords, UnityEditor.Rendering.ShaderCompilerPlatform.D3D, BuildTarget.StandaloneWindows64);

            // Log the information Unity has about the compiled variant
            if (info.Success)
            {
                Debug.Log("Compiled size: " + info.ShaderData.Length + " bytes");

                string msg = "Vertex attributes: ";
                foreach (var a in info.Attributes)
                {
                    msg += a.ToString() + " ";
                }
                Debug.Log(msg);

                msg = "Texture bindings: ";
                foreach (var tex in info.TextureBindings)
                {
                    msg += tex.Name + "-" + tex.Binding.Set + ":" + tex.Binding.Slot;
                    msg += ", sampler " + tex.SamplerBinding.Set + ":" + tex.SamplerBinding.Slot;
                }
                Debug.Log(msg);

                msg = "Resource bindings: ";
                foreach (var resource in info.ResourceBindings)
                {
                    msg += resource.Name + " (" + resource.Binding.ResourceType + ")" + resource.Binding.Set + ":" + resource.Binding.Slot + "[";
                    if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Readable) != 0)
                        msg += "R";
                    if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Writable) != 0)
                        msg += "W";
                    msg += "]";
                }

                msg = "Constant buffers: ";
                foreach (var cb in info.ConstantBuffers)
                {
                    msg += cb.Name + "-" + cb.Size + "bytes ";
                }
                Debug.Log(msg);
            }
            else // If the compilation fails, Unity prints the errors
            {
                string failureMsg = "Compilation failed: ";
                foreach(var msg in info.Messages)
                {
                    failureMsg += msg.message + "\n";
                }
            }
        }
    }
}

Properties

Property Description
ResourceOptionsThe options of the shader resource.
ResourceTypeThe base type of the shader resource.
SetThe set the shader resource is assigned to.
ShaderStagesThe shader stages the resource is used in.
SlotThe slot the shader resource is assigned to.