Version: 2023.2
言語: 日本語

説明

GraphicsBuffer can be used as a raw byte-address buffer.

In HLSL shaders, this maps to ByteAddressBuffer or RWByteAddressBuffer. The underlying DirectX 11 format for shader access is typeless R32.

See Microsoft's HLSL documentation on ByteAddressBuffer and RWByteAddressBuffer.

Additional resources: GraphicsBuffer, ComputeShader, Material.SetBuffer, Mesh.vertexBufferTarget, Mesh.indexBufferTarget.