kernelIndex | For which kernel the texture is being set. See FindKernel. |
nameID | Nombre del ID de la propiedad, utilice Shader.PropertyToID para obtenerla. |
name | Name of the buffer variable in shader code. |
globalTextureName | Global texture property to assign to shader. |
globalTextureNameID | Nombre del ID de la propiedad, utilice Shader.PropertyToID para obtenerla. |
Set a texture parameter from a global texture property.
This function can either set a regular texture that is read in the
compute shader, or an output texture that is written into by the shader.
For an output texture, it has to be a RenderTexture with random write
flag enabled, see RenderTexture.enableRandomWrite.
Buffers and textures are set per-kernel. Use FindKernel to find kernel index by function name.
See Also: 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); } }