Material.SetBuffer(string name, ComputeBuffer value);

name์— ํ•ด๋‹นํ•˜๋Š” property์— value๊ฐ’์„ ๋„ฃ๋Š”๋ฐ

๊ทธ property๋Š” ํ•ด๋‹น Material ์˜ค๋ธŒ์ ํŠธ์— ์ ์šฉ๋œ shader์—์„œ ์ƒ์„ฑํ•œ proeperty๋กœ ์•Œ๊ณ ์žˆ์—ˆ์Œ.


๊ทธ๋Ÿฐ๋ฐ compute shaderํŒŒ์ผ์—์„œ ์‚ฌ์šฉ๋œ property๋ฅผ ์‚ฌ์šฉํ–ˆ๊ธธ๋ž˜ ์ดํ•ด๊ฐ€ ์•ˆ๋˜์„œ ์งˆ๋ฌธ๋“œ๋ฆผ.


computeShader.SetBuffer(kernelIndex, positionID, positionBuffer); // PositionID๋Š” computeShader์— ์žˆ๋Š” _Positionํ”„๋กœํผํ‹ฐ
material.SetBuffer(positionID, positionBuffer);


์ด๋Ÿฐ์‹์ธ๋ฐ material.SetBuffer์€ ์–ด๋–ค ๊ธฐ๋Šฅ์„ ํ•˜๋Š” ๊ฑด์ง€ ์„ค๋ช… ์ข€ ๋ถ€ํƒ๋“œ๋ฆฝ๋‹ˆ๋‹ค..