在 Shader Model 5.0 级别着色器上启用随机访问写入该渲染纹理。
Shader Model 5.0 级别的像素着色器或计算着色器可以写入某些纹理的任意位置,这在 UsingDX11GL3Features 中称为“无序访问视图”。在创建渲染纹理前设置该标志即可启用此功能。
当纹理设置了该标志时,可以将其写入 HLSL 中的一个 RWTexture* 资源或 GLSL 中的图像资源。也可以使用 Graphics.SetRandomWriteTarget 将其设置为像素着色器的随机访问写入目标。
另请参阅:Graphics.SetRandomWriteTarget、UsingDX11GL3Features。
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