Version: 2022.2

BlendShapeBufferRange

struct in UnityEngine

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描述

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.

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(); } }

变量

endIndexThe index of the last blend shape vertex for the requested blend shape.
startIndexThe index of the first blend shape vertex for the requested blend shape.