ComputeBuffer,可用作常量缓冲区(一致缓冲区)。
如果使用此标志,可以将 ComputeBuffer 用作 Shader.SetConstantBuffer 和 Material.SetConstantBuffer 的参数。如果还需要将缓冲区绑定为结构化缓冲区,则必须添加 ComputeBufferType.StructuredBuffer 标志。某些渲染器(如 DX11)不支持将缓冲区同时绑定为常量和结构化缓冲区。
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