class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
Compute Shader asset.
Compute shaders are programs that run on the GPU outside of the normal rendering pipeline.
They correspond to compute shader assets in the project (.compute files).
Compute shader support can be queried runtime using SystemInfo.supportsComputeShaders. See Compute Shaders overview for more info about platforms supporting compute shaders.
See Also: ComputeBuffer class, Compute Shaders overview.
shaderKeywords | Array of locally enabled shader keywords. |
DisableKeyword | Disables a locally set Shader keyword. |
Dispatch | Execute a compute shader. |
DispatchIndirect | Execute a compute shader. |
EnableKeyword | Sets a Shader keyword locally for this Compute Shader. |
FindKernel | Find ComputeShader kernel index. |
GetKernelThreadGroupSizes | Get kernel thread group sizes. |
HasKernel | Checks whether a shader contains a given kernel. |
IsKeywordEnabled | Specifies whether the Shader keyword is enabled in this Compute Shader. |
SetBool | Set a bool parameter. |
SetBuffer | Sets an input or output compute buffer. |
SetConstantBuffer | Sets a ComputeBuffer as a named constant buffer for the ComputeShader. |
SetFloat | Set a float parameter. |
SetFloats | Set multiple consecutive float parameters at once. |
SetInt | Set an integer parameter. |
SetInts | Set multiple consecutive integer parameters at once. |
SetMatrix | Set a Matrix parameter. |
SetMatrixArray | Set a Matrix array parameter. |
SetTexture | Set a texture parameter. |
SetTextureFromGlobal | Set a texture parameter from a global texture property. |
SetVector | Set a vector parameter. |
SetVectorArray | Set a vector array parameter. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
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