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    Sample Graphics Buffer

    Menu Path : Operator > Sampling > Sample Graphics Buffer

    The Sample Graphics Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a GraphicsBuffer created using the Structured target.

    Operator settings

    Input Type Description
    Mode Enum The wrap mode to use for the sequence. The options are:
    • Clamp: Clamps the index between the first and last vertices.
    • Wrap: Wraps the index around to the other side of the vertex list.
    • Mirror: Mirrors the vertex list so out of range indices move back and forth through the list.

    Operator Properties

    Input Type Description
    Input Configurable The structure type.
    Buffer Graphics Buffer property The structured buffer to fetch. You can only connect an exposed property to this input port.
    Index uint The index of the element to fetch.
    Output Type Description
    s Dependent The sampled structure at the index, taking into account the Mode setting.

    Operator configuration

    To set the struct type, select the cog icon. The available types are:

    • float
    • int
    • uint
    • Vector2
    • Vector3
    • Vector4
    • Matrix4x4

    Add a custom type

    To add a custom type to the list, add the [VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)] attribute to a struct. For example, the following script adds a MyCustomData type:

    using UnityEngine;
    using UnityEngine.VFX;
    
    [VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]
    struct MyCustomData
    {
        public Vector3 myColor;
        public Vector3 myPosition;
    }
    

    After you set a custom type, open the s dropdown to display the properties of the struct and connect them to other Operators and Contexts.

    Limitations

    The Operator has the following limitations:

    • This Operator expects a GraphicsBuffer created using the Structured target.
    • The stride of the GraphicsBuffer declaration must match with the structure stride.
    • The structure must be blittable. This means the structure can't store a reference to a Texture2D, but it can store any other blittable structure.
    • This Operator only supports structured buffers that use one of the blittable public types the Visual Effect Graph supports. For the list of available types, see Available types.
    In This Article
    • Operator settings
      • Operator Properties
    • Operator configuration
      • Add a custom type
    • Limitations
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