Version: 2019.2
LanguageEnglish
  • C#

ScriptableRenderContext.DrawRenderers

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 DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings);
public void DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, ref Rendering.RenderStateBlock stateBlock);
public void DrawRenderers(Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, NativeArray<ShaderTagId> renderTypes, NativeArray<RenderStateBlock> stateBlocks);

Parameters

cullingResultsSpecifies which set of visible objects to draw, typically obtained from Cull.
drawingSettingsSpecifies how to draw GameObjects.
filteringSettingsSpecifies how the render pipeline should further filter the Renderers in the Scene.
stateBlockSpecifies parts of the render state to override.
renderTypesSpecifies render types whose render states are overridden.
stateBlocksSpecifies parts of the render state to override for specific render types.

Description

Schedules the drawing of a subset of visible GameObjects.

During the call to ScriptableRenderContext.DrawRenderers, ScriptableRenderContext registers the draw parameters into its own internal list of commands to execute. The actual execution of these commands happens during ScriptableRenderContext.Submit.

If you supply a state block, it overrides the render state for all GameObjects that the render pipeline draws during the function call. If you supply an array of RenderTypes, it overrides the render state for GameObjects where the RenderType of the sub-shader matches a value in the array. If multiple mappings match, Unity uses the first one. A mapping with renderType set to null matches everything.

Make sure that you call ExecuteCommandBuffer before DrawRenderers if your draw call depends on a state of the pipeline that you specify in a CommandBuffer. The code sample below illustrates a case when commands are submitted in an incorrect order; followed by a case that behaves as expected:

using UnityEngine;
using UnityEngine.Rendering;

internal class ExecuteCommandBufferExample { // TODO: replace with actual settings ScriptableRenderContext scriptableRenderContext; DrawingSettings drawingSettings; CullingResults cullingResults = new CullingResults(); FilteringSettings filteringSettings = new FilteringSettings();

Matrix4x4 myViewMatrix = Matrix4x4.Scale(new Vector3(2f, 2f, 2f));

public void DrawRenderersExampleIncorrect() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // NO! When scriptableRenderContext submits the DrawRenderers command, it will not know about myViewMatrix :(

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear(); }

public void DrawRenderersExampleBetter() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear();

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // OK! During next scriptableRenderContext.Submit() call, scriptableRenderContext will set myViewMatrix *before* drawing the renderers. } }

See Also: CullingResults, FilterResults, DrawingSettings, FilteringSettings, RenderStateBlock, RenderStateMapping.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961