Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

CommandBuffer.DrawMeshInstancedIndirect

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);

Parameters

meshThe Mesh to draw.
submeshIndexWhich subset of the mesh to draw. This applies only to meshes that are composed of several materials.
material Material to use.
shaderPassWhich pass of the shader to use, or -1 which renders all passes.
propertiesAdditional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
bufferWithArgsThe GPU buffer containing the arguments for how many instances of this mesh to draw.
argsOffsetThe byte offset into the buffer, where the draw arguments start.

Description

Add a "draw mesh with indirect instancing" command.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答