CommandBuffer.SetComputeTextureParam

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public void SetComputeTextureParam (ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt);
public void SetComputeTextureParam (ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt);
public void SetComputeTextureParam (ComputeShader computeShader, int kernelIndex, string name, Rendering.RenderTargetIdentifier rt, int mipLevel);
public void SetComputeTextureParam (ComputeShader computeShader, int kernelIndex, int nameID, Rendering.RenderTargetIdentifier rt, int mipLevel);

Parameters

computeShader ComputeShader to set parameter for.
kernelIndexWhich kernel the texture is being set for. See ComputeShader.FindKernel.
nameName of the texture variable in shader code.
nameIDProperty name ID. Use Shader.PropertyToID to get this ID.
rtTexture value or identifier to set, see RenderTargetIdentifier.
mipLevelOptional mipmap level of the read-write texture.
elementOptional parameter that specifies the type of data from the render texture to set.

Description

Adds a command to set a texture parameter on a ComputeShader.

Textures and buffers are set per-kernel. Use ComputeShader.FindKernel to find kernel index by function name. Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.

By specifying a RenderTextureSubElement, you can indicate which type of data from the render texture to set. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, RenderTextureSubElement.Stencil.

See Also: DispatchCompute, SetComputeFloatParam, SetComputeFloatParams, SetComputeIntParam, SetComputeIntParams, SetComputeMatrixParam, SetComputeMatrixArrayParam, SetComputeVectorParam, SetComputeVectorArrayParam, SetComputeBufferParam, RenderTextureSubElement.