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Unity Engine


SetFloats

Set multiple consecutive float parameters at once.
Read time 2 minutesLast updated 8 days ago

Definition

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

SetFloats(string, float[])

Set multiple consecutive float parameters at once.
public void SetFloats(string name, params float[] values)

Parameters

name

Array variable name in the shader code.

values

Value array to set.

Remarks

This function can be used to set float vector, float array or float vector array values. For example, float4 myArray[4] in the compute shader can be filled by passing 16 floats. See Compute Shaders for information on data layout rules and cross-platform compatibility.
This API feeds raw data to the constant buffer, so the provided data must follow the HLSL constant buffer data layout rules. This means that the the array elements must be aligned on float4; for example, float4 data requires no padding, float3 data needs one float padding for each element, float2 data needs two floats, and so on.
Constant buffers are shared between all kernels in a single compute shader asset. Therefore this function affects all kernels in this ComputeShader.

SetFloats(int, float[])

Set multiple consecutive float parameters at once.
public void SetFloats(int nameID, params float[] values)

Parameters

nameID

Property name ID, use Shader.PropertyToID to get it.

values

Value array to set.

Remarks

This function can be used to set float vector, float array or float vector array values. For example, float4 myArray[4] in the compute shader can be filled by passing 16 floats. See Compute Shaders for information on data layout rules and cross-platform compatibility.
This API feeds raw data to the constant buffer, so the provided data must follow the HLSL constant buffer data layout rules. This means that the the array elements must be aligned on float4; for example, float4 data requires no padding, float3 data needs one float padding for each element, float2 data needs two floats, and so on.
Constant buffers are shared between all kernels in a single compute shader asset. Therefore this function affects all kernels in this ComputeShader.