# VertexAttributeDescriptor(VertexAttribute, VertexAttributeFormat, int, int)

> Create a VertexAttributeDescriptor structure.

## Definition

* **Type:** Constructor
* **Namespace:** [UnityEngine.Rendering](/engine/6000.5/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public VertexAttributeDescriptor(VertexAttribute attribute = VertexAttribute.Position, VertexAttributeFormat format = VertexAttributeFormat.Float32, int dimension = 3, int stream = 0)
```

### Parameters

**** (\[VertexAttribute]\(/engine/6000.5/script-reference/unityengine/rendering/vertexattribute)): The [VertexAttribute](/engine/6000.5/script-reference/unityengine/rendering/vertexattribute.md).**** (\[VertexAttributeFormat]\(/engine/6000.5/script-reference/unityengine/rendering/vertexattributeformat)): Format of the vertex attribute. Default is [VertexAttributeFormat.Float32](/engine/6000.5/script-reference/unityengine/rendering/vertexattributeformat/float32.md).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Dimensionality of the vertex attribute (1 to 4). Default is 3.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Vertex buffer stream that the attribute should be placed in. Default is 0.

### Remarks

Additional Resources: [Mesh.SetVertexBufferParams](/engine/6000.5/script-reference/unityengine/mesh/setvertexbufferparams.md), [Mesh.GetVertexAttributes](/engine/6000.5/script-reference/unityengine/mesh/getvertexattributes.md).
