Version: 2020.2

Material.SetConstantBuffer

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public void SetConstantBuffer (string name, ComputeBuffer value, int offset, int size);
public void SetConstantBuffer (int nameID, ComputeBuffer value, int offset, int size);
public void SetConstantBuffer (string name, GraphicsBuffer value, int offset, int size);
public void SetConstantBuffer (int nameID, GraphicsBuffer value, int offset, int size);

参数

name 要覆盖的常量缓冲区的名称。
value 用来覆盖常量缓冲区值的 ComputeBuffer,或为 null(用于清除绑定)。
offset Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.
size 要绑定的字节数。
nameID 要覆盖的常量缓冲区的着色器属性 ID。

描述

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.

You can use this method to override all the shader parameters that reside in a constant buffer with a given name. The parameters are overridden with the contents of the given buffer. To use this method, the following must be true: The ComputeBuffer or GraphicsBuffer must have been created with a corresponding ComputeBufferType.Constant or GraphicsBuffer.Target.Constant flag. The data layout of the constant buffer must match exactly with the data provided in the buffer. All the different shader variants for this Material must se the same constant buffer layout for the given constant buffer.

使用非 null ComputeBuffer 调用此函数后,如果 Material.SetFloat 等包含指向被覆盖常量缓冲区内的变量的参数名称,则对它们的任何调用均无效。