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Unity - Scripting API: Target

Target

enumeration

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Description

The intended targets for GraphicsBuffer.

Provide the intended targets (target) when creating a GraphicsBuffer. For example, pass GraphicsBuffer.Target.Index for a buffer to be usable as a geometry index buffer.

Different platforms and devices might or might not support different targets. Any target values different from Vertex, Index or Constant require the compute shader support (see SystemInfo.supportsComputeShaders).

You can combine values in this enum. For example, GraphicsBuffer.Target.Index | GraphicsBuffer.Target.Raw creates a buffer that can be used both as an index buffer in a Graphics.DrawProcedural call, and as a raw byte address buffer in a compute shader.

DirectX 11 does not allow Index or Vertex buffers to also be Structured. For compute shader mesh data access with DirectX 11 compatibility, use Raw.

Additional resources: GraphicsBuffer class, GraphicsBuffer constructor, Mesh.vertexBufferTarget, Mesh.indexBufferTarget.

Properties Property Description Vertex GraphicsBuffer can be used as a vertex buffer. Index GraphicsBuffer can be used as an index buffer. CopySource GraphicsBuffer can be used as a source for CopyBuffer. CopyDestination GraphicsBuffer can be used as a destination for CopyBuffer. Structured GraphicsBuffer can be used as a structured buffer. Raw GraphicsBuffer can be used as a raw byte-address buffer. Append GraphicsBuffer can be used as an append-consume buffer. Counter GraphicsBuffer with an internal counter. IndirectArguments GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches. Constant GraphicsBuffer can be used as a constant buffer (uniform buffer).

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