MaterialBuffer.MaterialBuffer
void MaterialBuffer(int registerSlot)
Create a new global MaterialBuffer bound to the register
slot id. All shaders will have access to the data provided via
this instance’s Set
.
int registerSlot | Valid values are 3-16. This is the register id that this data will be bound to. In HLSL, you’ll see the slot id for ‘3’ indicated like this : register(b3) |
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