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。 |
globalTextureName | 要指定给该着色器的全局纹理属性。 |
globalTextureNameID | 属性名称 ID,使用 Shader.PropertyToID 获取。 |
从全局纹理属性设置纹理参数。
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。
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。
另请参阅:FindKernel、SetBuffer、SetTexture、Shader.SetGlobalTexture。
// Assign the CameraMotionVectorsTexture global texture to a compute texture using System; using UnityEngine;
public class SampleBehaviour : MonoBehaviour { public int renderTargetWidth; public int renderTargetHeight; ComputeShader myComputeShader;
void ComputeUsingMotionVector() { int kKernelIndex = 0;
myComputeShader.SetTextureFromGlobal(kKernelIndex, "computeTexture", "_CameraMotionVectorsTexture"); myComputeShader.Dispatch(kKernelIndex, renderTargetWidth, renderTargetHeight, 1); } }
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