public readonly record struct VfxCustomAttributeA per-particle quantity a graph declares for itself.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The graph carries the mapping, so both backends agree on it. A custom attribute is a name to the author and a slot to everything downstream: the operations reference it by position, the storage is allocated by position, and the emitted shader declares its buffers in that order. Nothing has to look a name up at run time, and the two backends cannot come to different conclusions about which array is which, because neither of them decides — Compile does, once.
Slots are assigned by declaration order, which means reordering the declarations is a different graph. That is the same rule the salts follow and for the same reason: a compiled artefact that changed meaning depending on how it was written down would not be comparable in a golden test.
Fields and properties (2)
public string NameWhat it is called. Has to be an identifier, because it names a binding in the emitted shader and a host looks it up by that name in the reflection.
public VfxAttributeType TypeWhat it is made of. Float lanes only — see VfxCompiledGraph.
Methods (1)
public VfxCustomAttribute(string Name, VfxAttributeType Type)A per-particle quantity a graph declares for itself.
Used by (7)
- ParticleBufferVixen.Vfx
- VfxCompiledGraphVixen.Vfx
- VfxCustomAttributeRowVixen.Rendering
- VfxCustomAttributeTestsVixen.Vfx.Tests
- VfxEffectContentVixen.Rendering
- VfxShaderEmitterVixen.Vfx
- VfxGraphBuilderVixen.Editor.VfxGraph