Describes the location of blend shape vertex data in a GraphicsBuffer.
When you call Mesh.GetBlendShapeBuffer with BlendShapeBufferLayout.PerShape, Unity returns a GraphicsBuffer that contains blend shape vertex data, ordered by blend shape.
When you call Mesh.GetBlendShapeBufferRange for a given blend shape, Unity returns this struct. Use this struct to locate the data for that blend shape in the GraphicsBuffer
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using UnityEngine; using UnityEngine.Rendering;
public class Example : MonoBehaviour { public Mesh mesh; public ComputeShader computeShader;
void Start() { // Fetch GraphicsBuffer with Blend Shape data, ordered per shape, from the mesh var perShapeBuffer = mesh.GetBlendShapeBuffer(BlendShapeBufferLayout.PerShape);
// Iterate over all Blend Shapes in a mesh for (int blendShapeIndex = 0; blendShapeIndex < mesh.blendShapeCount; ++blendShapeIndex) { // Fetch which indices in the buffer that is part of this Blend Shape var blendShapeRange = mesh.GetBlendShapeBufferRange(blendShapeIndex);
// Set the start and end indices of the Blend Shape in the compute shader computeShader.SetInt("_StartIndex", (int)blendShapeRange.startIndex); computeShader.SetInt("_EndIndex", (int)blendShapeRange.endIndex);
// Dispatch compute shader and access data between start and end index for this Blend Shape computeShader.Dispatch(0, 64, 1, 1); }
// Dispose of GraphicsBuffer to avoid leak memory perShapeBuffer.Dispose(); } }
endIndex | The index of the last blend shape vertex for the requested blend shape. |
startIndex | The index of the first blend shape vertex for the requested blend shape. |