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Structured Buffers implementation in Unity

This video demonstrates how Structured Buffers and Compute Buffers can be used together to create pseudo object oriented shaders in Unity! During my process in developing a ray marching toolkit for Unity I found myself needing these. There's not to much documentation on them (as with all things hlsl) so I figured I'd post a tutorial for anyone interested in them. Structured Buffers act as an array of structs that can be indexed just like they would in any formal object oriented language and you can perform calculations using this information. Note that if you want to write into the buffer you'll need to use a RWStructredBuffer (Read-Write) instead.

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