ComputeBuffer that you can use as a constant buffer (uniform buffer).
If you use this flag, you can use the ComputeBuffer as a parameter to Shader.SetConstantBuffer and Material.SetConstantBuffer. If you also need the buffer to be bound as a structured buffer, you must add the ComputeBufferType.StructuredBuffer flag. Some renderers (such as DX11) do not support binding buffers as both constant and structured buffers.
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