# Raw

> GraphicsBuffer can be used as a raw byte-address buffer.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
Raw = 32
```

### Remarks

In HLSL shaders, this maps to `ByteAddressBuffer` or `RWByteAddressBuffer`. The underlying DirectX 11 format for shader access is typeless R32.

See Microsoft's HLSL documentation on [ByteAddressBuffer](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-object-byteaddressbuffer) and [RWByteAddressBuffer](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/sm5-object-rwbyteaddressbuffer).

Additional Resources: [GraphicsBuffer](/engine/6000.7/script-reference/unityengine/graphicsbuffer.md), [ComputeShader](/engine/6000.7/script-reference/unityengine/computeshader.md), [Material.SetBuffer](/engine/6000.7/script-reference/unityengine/material/setbuffer.md), [Mesh.vertexBufferTarget](/engine/6000.7/script-reference/unityengine/mesh/vertexbuffertarget.md), [Mesh.indexBufferTarget](/engine/6000.7/script-reference/unityengine/mesh/indexbuffertarget.md).
