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Unity doesn’t apply a project-wide default buffer target to mesh vertex and index buffers.
읽는 시간 1분최근 업데이트: 한 달 전
Definition
- Type: Field
- Namespace: UnityEditor.Rendering
- Assembly: UnityEditor.CoreModule
None = 0
Remarks
Unity determines whether each mesh requires compute access based on its usage instead. For example, Unity adds the platform’s preferred compute-compatible buffer target to mesh buffers used by skinning, blend shapes, or ray tracing.
You can’t choose which target Unity applies; Unity selects either a raw or structured target depending on the platform and graphics API.
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