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Unity Engine


SetConstantBuffer

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

Definition

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

SetConstantBuffer(int, ComputeBuffer, int, int)

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

Parameters

nameID

The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID.

The buffer to bind as constant buffer.

offset

The offset in bytes from the beginning of the ComputeBuffer 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 compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
If the above conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.
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 ComputeShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.
Constant buffers are bound to all kernels in a ComputeShader.

SetConstantBuffer(string, ComputeBuffer, int, int)

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

Parameters

name

The name of the buffer to bind as constant buffer.

The buffer to bind as constant buffer.

offset

The offset in bytes from the beginning of the ComputeBuffer 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 compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
If the above conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.
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 ComputeShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.
Constant buffers are bound to all kernels in a ComputeShader.

SetConstantBuffer(int, GraphicsBuffer, int, int)

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

Parameters

nameID

The ID of the property name for the constant buffer in shader code. Use Shader.PropertyToID to get this ID.

The buffer to bind as constant buffer.

offset

The offset in bytes from the beginning of the ComputeBuffer 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 compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
If the above conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.
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 ComputeShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.
Constant buffers are bound to all kernels in a ComputeShader.

SetConstantBuffer(string, GraphicsBuffer, int, int)

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

Parameters

name

The name of the buffer to bind as constant buffer.

The buffer to bind as constant buffer.

offset

The offset in bytes from the beginning of the ComputeBuffer 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 compute shader constant buffer with the contents of a ComputeBuffer or GraphicsBuffer.
To use this method, the following must be true:
If the above conditions are not met, the buffer might not be bound correctly and so regular parameters will be picked up. Alternatively visual artifacts might occur.
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 ComputeShader.SetFloat and similar where the given property name ID points to a variable inside the overridden constant buffer will have no effect.
Constant buffers are bound to all kernels in a ComputeShader.