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Unity Engine


SetConstantBuffer

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
Read time 6 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetConstantBuffer(string, ComputeBuffer, int, int)

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
public void SetConstantBuffer(string name, ComputeBuffer value, int offset, int size)

Parameters

name

The name of the constant buffer to override.

The ComputeBuffer to override the constant buffer values with, or null to remove binding.

offset

Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.

size

The number of bytes to bind.

Remarks

You can use this method to override all of the parameters in a shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
The data layout of the constant buffer may be different depending on the graphics API. This means
SetConstantBuffer
might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.
After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to Material.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.

SetConstantBuffer(int, ComputeBuffer, int, int)

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
public void SetConstantBuffer(int nameID, ComputeBuffer value, int offset, int size)

Parameters

nameID

The shader property ID of the constant buffer to override.

The ComputeBuffer to override the constant buffer values with, or null to remove binding.

offset

Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.

size

The number of bytes to bind.

Remarks

You can use this method to override all of the parameters in a shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
The data layout of the constant buffer may be different depending on the graphics API. This means
SetConstantBuffer
might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.
After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to Material.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.

SetConstantBuffer(string, GraphicsBuffer, int, int)

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
public void SetConstantBuffer(string name, GraphicsBuffer value, int offset, int size)

Parameters

name

The name of the constant buffer to override.

The ComputeBuffer to override the constant buffer values with, or null to remove binding.

offset

Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.

size

The number of bytes to bind.

Remarks

You can use this method to override all of the parameters in a shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
The data layout of the constant buffer may be different depending on the graphics API. This means
SetConstantBuffer
might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.
After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to Material.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.

SetConstantBuffer(int, GraphicsBuffer, int, int)

Sets a ComputeBuffer or GraphicsBuffer as a named constant buffer for the material.
public void SetConstantBuffer(int nameID, GraphicsBuffer value, int offset, int size)

Parameters

nameID

The shader property ID of the constant buffer to override.

The ComputeBuffer to override the constant buffer values with, or null to remove binding.

offset

Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.

size

The number of bytes to bind.

Remarks

You can use this method to override all of the parameters in a shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
The data layout of the constant buffer may be different depending on the graphics API. This means
SetConstantBuffer
might overwrite data or set variables to the wrong values. See Writing shaders for different graphics APIs for more information.
After this function has been called with a non-null ComputeBuffer or GraphicsBuffer, you can no longer manually set the value of a variable inside the overridden constant buffer. Calls to Material.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.