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Unity Engine

Unity Engine

BindingInfo

Provides information about a shader resource binding.
Read time 2 minutesLast updated 16 days ago

Definition

public struct BindingInfo

Remarks

This struct represents the read-only information about a single resource in a compiled rasterization or compute shader variant.

Examples

using UnityEditor;using UnityEngine;using UnityEngine.Shaders;// Adds a new Editor menu item called Example.// Select a shader asset in the Project window, then select// Example > PrintVariantCompileInfoExample from the Editor menu.// Information of a compiled variant will be printed as debug log.public class PrintVariantCompileInfoExample{ [MenuItem("Example/PrintVariantCompileInfoExample")] static void MenuCallback() { if (Selection.activeObject is Shader selectedShader) { // Get the first pass of the the first subshader ShaderData shaderData = ShaderUtil.GetShaderData(selectedShader); ShaderData.Subshader subShader = shaderData.GetSubshader(0); ShaderData.Pass pass = subShader.GetPass(0); // Compile a vertex shader variant without any keywords var keywords = new string[] { }; ShaderData.VariantCompileInfo info = pass.CompileVariant(UnityEditor.Rendering.ShaderType.Vertex, keywords, UnityEditor.Rendering.ShaderCompilerPlatform.D3D, BuildTarget.StandaloneWindows64); // Log the information Unity has about the compiled variant if (info.Success) { Debug.Log("Compiled size: " + info.ShaderData.Length + " bytes"); string msg = "Vertex attributes: "; foreach (var a in info.Attributes) { msg += a.ToString() + " "; } Debug.Log(msg); msg = "Texture bindings: "; foreach (var tex in info.TextureBindings) { msg += tex.Name + "-" + tex.Binding.Set + ":" + tex.Binding.Slot; msg += ", sampler " + tex.SamplerBinding.Set + ":" + tex.SamplerBinding.Slot; } Debug.Log(msg); msg = "Resource bindings: "; foreach (var resource in info.ResourceBindings) { msg += resource.Name + " (" + resource.Binding.ResourceType + ")" + resource.Binding.Set + ":" + resource.Binding.Slot + "["; if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Readable) != 0) msg += "R"; if ((resource.Binding.ResourceOptions & ShaderResourceOptions.Writable) != 0) msg += "W"; msg += "]"; } msg = "Constant buffers: "; foreach (var cb in info.ConstantBuffers) { msg += cb.Name + "-" + cb.Size + "bytes "; } Debug.Log(msg); } else // If the compilation fails, Unity prints the errors { string failureMsg = "Compilation failed: "; foreach(var msg in info.Messages) { failureMsg += msg.message + "\n"; } } } }}

Properties

Property

Description

ResourceOptionsThe options of the shader resource.
ResourceTypeThe base type of the shader resource.
SetThe set the shader resource is assigned to.
ShaderStagesThe shader stages the resource is used in.
SlotThe slot the shader resource is assigned to.