The base type of resource described by a BindingInfo.
Represents base resource types the shader compiler reports. The base type does not represent aspects such as whether the resource can be written to or what the underlying data format is.
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"; } } } } }
| Property | Description |
|---|---|
| ConstantBuffer | The shader resource is a constant buffer. |
| Buffer | The shader resource is either a StructuredBuffer or a ByteAddressBuffer. |
| TypedBuffer | The shader resource is a typed buffer. |
| Texture | The shader resource is a texture. The dimensionality of the resource, for example 2D or Cube, is not part of the base type. |
| CombinedTextureSampler | The shader resource is a texture combined with a sampler. |
| Sampler | The shader resource is a separate sampler. |
| RayTracingAccelerationStructure | The shader resource is a ray tracing acceleration structure. |
| InputTarget | The shader resource is an input attachment. |
| Unknown | The shader resource type is unknown. |