Is there any way to use two buffers in compute shader in HLSL in Unity? I need to use one to input some scalar values on a grid and one to get back vertex array generated by marching cubes.
Is it possible to use multiple compute buffers in compute shader in HLSL in Unity?
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You can define a RWStructuredBuffer -
RWmeansRead+WriteA normalStructuredBufferis write-protected: you can't write TO it from the shader, but read it after passing it from C#.You can define multiple in shader:
And access them like this in C#: