cbuffer MyUB1 : register(b5) // explicitly assigned & offsetted { float g_a; int g_b; }; cbuffer MyUB2 // implicitly assigned { float g_c; }; cbuffer MyUB3 // implicitly assigned { float g_d; }; struct PS_OUTPUT { float4 Color : SV_Target0; }; PS_OUTPUT main() { PS_OUTPUT psout; psout.Color = g_a + g_b + g_c + g_d; return psout; }