Version: 2022.3
LanguageEnglish
  • C#

ComputeBufferType.Constant

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

Description

ComputeBuffer that you can use as a constant buffer (uniform buffer).

If you use this flag, you can use the ComputeBuffer as a parameter to ComputeShader.SetConstantBuffer and Material.SetConstantBuffer. If you also need the buffer to be bound as a structured buffer, you must add the ComputeBufferType.StructuredBuffer flag. Some renderers (such as DX11) do not support binding buffers as both constant and structured buffers.

The data layout of a shader's constant buffer may be different depending on the graphics API. This means ComputeShader.SetConstantBuffer or Material.SetConstantBuffer might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.