Method | Description | |
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DispatchIndirect ( int kernelIndex, |
Execute a compute shader.
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SetBool ( int nameID, bool val ) : void |
Set a bool parameter.
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SetBool ( string name, bool val ) : void |
Set a bool parameter.
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SetBuffer ( int kernelIndex, string name, |
Sets an input or output compute buffer.
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SetFloat ( string name, float val ) : void |
Set a float parameter.
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SetFloats ( int nameID ) : void |
Set multiple consecutive float parameters at once.
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SetFloats ( string name ) : void |
Set multiple consecutive float parameters at once.
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SetInt ( string name, int val ) : void |
Set an integer parameter.
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SetInts ( int nameID ) : void |
Set multiple consecutive integer parameters at once.
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SetInts ( string name ) : void |
Set multiple consecutive integer parameters at once.
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SetTexture ( int kernelIndex, string name, |
Set a texture parameter.
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SetTextureFromGlobal ( int kernelIndex, string name, string globalTextureName ) : void |
Set a texture parameter from a global texture property.
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SetVector ( int nameID, Vector4 val ) : void |
Set a vector parameter.
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SetVector ( string name, Vector4 val ) : void |
Set a vector parameter.
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Method | Description | |
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Dispatch ( int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ ) : void | ||
DispatchIndirect ( int kernelIndex, |
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FindKernel ( string name ) : int | ||
GetKernelThreadGroupSizes ( int kernelIndex, uint &x, uint &y, uint &z ) : void | ||
HasKernel ( string name ) : bool | ||
INTERNAL_CALL_SetVector ( |
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Internal_DispatchIndirect ( int kernelIndex, |
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Internal_SetFloats ( int nameID, float values ) : void | ||
Internal_SetInts ( int nameID, int values ) : void | ||
SetBuffer ( int kernelIndex, int nameID, |
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SetFloat ( int nameID, float val ) : void | ||
SetInt ( int nameID, int val ) : void | ||
SetTexture ( int kernelIndex, int nameID, |
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SetTextureFromGlobal ( int kernelIndex, int nameID, int globalTextureNameID ) : void |
public DispatchIndirect ( int kernelIndex, |
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kernelIndex | int | Which kernel to execute. A single compute shader asset can have multiple kernel entry points. |
argsBuffer | Buffer with dispatch arguments. | |
argsOffset | [ | Byte offset where in the buffer the dispatch arguments are. |
return | void |
public SetBool ( int nameID, bool val ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
val | bool | Value to set. |
return | void |
public SetBool ( string name, bool val ) : void | ||
name | string | Variable name in shader code. |
val | bool | Value to set. |
return | void |
public SetBuffer ( int kernelIndex, string name, |
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kernelIndex | int | For which kernel the buffer is being set. See FindKernel. |
name | string | Name of the buffer variable in shader code. |
buffer | Buffer to set. | |
return | void |
public SetFloat ( string name, float val ) : void | ||
name | string | Variable name in shader code. |
val | float | Value to set. |
return | void |
public SetFloats ( int nameID ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
return | void |
public SetFloats ( string name ) : void | ||
name | string | Array variable name in the shader code. |
return | void |
public SetInt ( string name, int val ) : void | ||
name | string | Variable name in shader code. |
val | int | Value to set. |
return | void |
public SetInts ( int nameID ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
return | void |
public SetInts ( string name ) : void | ||
name | string | Array variable name in the shader code. |
return | void |
public SetTexture ( int kernelIndex, string name, |
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kernelIndex | int | For which kernel the texture is being set. See FindKernel. |
name | string | Name of the buffer variable in shader code. |
texture | Texture to set. | |
return | void |
public SetTextureFromGlobal ( int kernelIndex, string name, string globalTextureName ) : void | ||
kernelIndex | int | For which kernel the texture is being set. See FindKernel. |
name | string | Name of the buffer variable in shader code. |
globalTextureName | string | Global texture property to assign to shader. |
return | void |
public SetVector ( int nameID, Vector4 val ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
val | Vector4 | Value to set. |
return | void |
public SetVector ( string name, Vector4 val ) : void | ||
name | string | Variable name in shader code. |
val | Vector4 | Value to set. |
return | void |