kernelIndex | 当前为其设置纹理的内核。请参阅 FindKernel。 |
nameID | 属性名称 ID,使用 Shader.PropertyToID 获取。 |
name | 着色器代码中的缓冲区变量的名称。 |
texture | 要设置的纹理。 |
mipLevel | 读写纹理的可选 Mipmap 级别。 |
element | Optional parameter that specifies the type of data to set from the RenderTexture. |
设置纹理参数。
此函数可设置在
计算着色器中读取的常规纹理,或者设置由该着色器写入到的输出纹理。
对于输出纹理,其必须是启用了随机写入标志的 RenderTexture,
请参阅 RenderTexture.enableRandomWrite。
请注意,除非着色器指定了读写(无序访问)纹理,否则将忽略 mipLevel 参数。
缓冲区和纹理按内核逐一设置。可使用 FindKernel 按函数名称查找内核索引。
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.
另请参阅:FindKernel,另请参阅:SetFloat、SetFloats、SetInt、SetInts、SetBool、SetBuffer、SetMatrix、SetMatrixArray、SetVector、SetVectorArray、RenderTexture.enableRandomWrite、RenderTextureSubElement。
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