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.