Version: Unity 6 (6000.0)
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  • C#

CommandBuffer.SetComputeTextureParam

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Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt);

Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt);

Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt, int mipLevel);

Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt, int mipLevel);

Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt, int mipLevel, Rendering.RenderTextureSubElement element);

Declaration

public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt, int mipLevel, Rendering.RenderTextureSubElement element);

Parameters

computeShader ComputeShader to set parameter for.
kernelIndex Which kernel the texture is being set for. See ComputeShader.FindKernel.
name Name of the texture variable in shader code.
nameID Property name ID. Use Shader.PropertyToID to get this ID.
rt Texture value or identifier to set, see RenderTargetIdentifier.
mipLevel Optional mipmap level of the read-write texture.
element Optional parameter that specifies the type of data to set from the RenderTexture.

Description

Adds a command to set a texture parameter on a ComputeShader.

Textures and buffers are set per-kernel. Use ComputeShader.FindKernel to find kernel index by function name. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.

By specifying a `RenderTextureSubElement`, you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.

Additional resources: DispatchCompute, SetComputeFloatParam, SetComputeFloatParams, SetComputeIntParam, SetComputeIntParams, SetComputeMatrixParam, SetComputeMatrixArrayParam, SetComputeVectorParam, SetComputeVectorArrayParam, SetComputeBufferParam, RenderTextureSubElement.