public static SetRandomWriteTarget ( int index, ComputeBuffer uav, [ preserveCounterValue ) : void | ||
index | int | Index of the random write target in the shader. |
uav | ComputeBuffer | RenderTexture to set as write target. |
preserveCounterValue | [ | Whether to leave the append/consume counter value unchanged. |
Résultat | void |
public static void SetRandomWriteTarget(int index, ComputeBuffer uav, [UnityEngine.Internal.DefaultValue("false")] bool preserveCounterValue)
{
if (uav == null)
{
throw new ArgumentNullException("uav");
}
if (uav.m_Ptr == IntPtr.Zero)
{
throw new ObjectDisposedException("uav");
}
Internal_SetRandomWriteTargetBuffer(index, uav, preserveCounterValue);
}
Graphics::SetRandomWriteTarget ( int index, |
|
Graphics::SetRandomWriteTarget ( int index, RenderTexture uav ) : void |
public static void SetRandomWriteTarget(int index, ComputeBuffer uav) { bool preserveCounterValue = false; Graphics.SetRandomWriteTarget(index, uav, preserveCounterValue); }