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Unity Engine

Unity Engine

ShaderResourceType

The base type of resource described by a BindingInfo.
Read time 2 minutesLast updated 16 days ago

Definition

public enum ShaderResourceType

Remarks

Represents base resource types the shader compiler reports. The base type does not represent aspects such as whether the resource can be written to or what the underlying data format is.

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"; } } } }}

Fields

Value

Description

BufferThe shader resource is either a
StructuredBuffer
or a
ByteAddressBuffer
.
CombinedTextureSamplerThe shader resource is a texture combined with a sampler.
ConstantBufferThe shader resource is a constant buffer.
InputTargetThe shader resource is an input attachment.
RayTracingAccelerationStructureThe shader resource is a ray tracing acceleration structure.
SamplerThe shader resource is a separate sampler.
TextureThe shader resource is a texture. The dimensionality of the resource, for example 2D or Cube, is not part of the base type.
TypedBufferThe shader resource is a typed buffer.
UnknownThe shader resource type is unknown.