SetComputeTextureParam
Adds a command to set a texture parameter on a ComputeShader.
Read time 6 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
SetComputeTextureParam(ComputeShader, int, string, RenderTargetIdentifier)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, RenderTargetIdentifier rt)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Name of the texture variable in shader code.
Texture value or identifier to set, see RenderTargetIdentifier.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.
SetComputeTextureParam(ComputeShader, int, int, RenderTargetIdentifier)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, RenderTargetIdentifier rt)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Property name ID. Use Shader.PropertyToID to get this ID.
Texture value or identifier to set, see RenderTargetIdentifier.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.
SetComputeTextureParam(ComputeShader, int, string, RenderTargetIdentifier, int)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, RenderTargetIdentifier rt, int mipLevel)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Name of the texture variable in shader code.
Texture value or identifier to set, see RenderTargetIdentifier.
Optional mipmap level of the read-write texture.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.
SetComputeTextureParam(ComputeShader, int, int, RenderTargetIdentifier, int)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, RenderTargetIdentifier rt, int mipLevel)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Property name ID. Use Shader.PropertyToID to get this ID.
Texture value or identifier to set, see RenderTargetIdentifier.
Optional mipmap level of the read-write texture.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.
SetComputeTextureParam(ComputeShader, int, string, RenderTargetIdentifier, int, RenderTextureSubElement)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, string name, RenderTargetIdentifier rt, int mipLevel, RenderTextureSubElement element)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Name of the texture variable in shader code.
Texture value or identifier to set, see RenderTargetIdentifier.
Optional mipmap level of the read-write texture.
Optional parameter that specifies the type of data to set from the RenderTexture.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.
SetComputeTextureParam(ComputeShader, int, int, RenderTargetIdentifier, int, RenderTextureSubElement)
Adds a command to set a texture parameter on a ComputeShader.
public void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, RenderTargetIdentifier rt, int mipLevel, RenderTextureSubElement element)
Parameters
ComputeShader to set parameter for.
Which kernel the texture is being set for. See ComputeShader.FindKernel.
Property name ID. Use Shader.PropertyToID to get this ID.
Texture value or identifier to set, see RenderTargetIdentifier.
Optional mipmap level of the read-write texture.
Optional parameter that specifies the type of data to set from the RenderTexture.
Remarks
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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: CommandBuffer.DispatchCompute, CommandBuffer.SetComputeFloatParam, CommandBuffer.SetComputeFloatParams, CommandBuffer.SetComputeIntParam, CommandBuffer.SetComputeIntParams, CommandBuffer.SetComputeMatrixParam, CommandBuffer.SetComputeMatrixArrayParam, CommandBuffer.SetComputeVectorParam, CommandBuffer.SetComputeVectorArrayParam, CommandBuffer.SetComputeBufferParam, RenderTextureSubElement.