I’ve been trying to write to a UAV from a pixel shader but could not find such a thing anywhere in the engine. Even in “ShaderParameterUtils.h”, it looks like UAVs can only be binded to compute shaders.
Is there a reason for this? My first assumption was backwards compatibility for older cards that don’t support older shading models but I’ve seen instances in the engine where a specific feature would check if a card is compatible before using the feature…
I just consider how to set RWStructuredBuffer in pixel shader under D3D11, it seems that unreal doesn’t provide us a convenient function in the RHICommandList. your code made me know how to do it, thank u very much!