Version: 2023.1
LanguageEnglish
  • C#

Graphics.RenderMeshPrimitives

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

Declaration

public static void RenderMeshPrimitives(ref RenderParams rparams, Mesh mesh, int submeshIndex, int instanceCount = 1);

Parameters

rparams The parameters Unity uses to render the Mesh primitives.
mesh The Mesh to render.
submeshIndex The index of a submesh Unity renders when the Mesh contains multiple Materials (submeshes). For a Mesh with a single Material, use value 0.
instanceCount The number of instances to render.

Description

Renders multiple instances of a Mesh using GPU instancing and a custom shader.

This method renders multiple instances of the same Mesh, similar to Graphics.RenderMeshIndirect, but provides the number of instances and other rendering command arguments as function arguments.

Use SV_InstanceID semantic in shaders to access the rendered instance.

The following example uses RenderMeshPrimitives to render 10 Mesh instances. The associated Material must use the below custom shader:

using UnityEngine;

public class ExampleClass : MonoBehaviour { public Material material; public Mesh mesh;

void Update() { RenderParams rp = new RenderParams(material); rp.worldBounds = new Bounds(Vector3.zero, 10000*Vector3.one); // use tighter bounds rp.matProps = new MaterialPropertyBlock(); rp.matProps.SetMatrix("_ObjectToWorld", Matrix4x4.Translate(new Vector3(-4.5f, 0, 0))); rp.matProps.SetFloat("_NumInstances", 10.0f); Graphics.RenderMeshPrimitives(rp, mesh, 0, 10); } }

Use the following example shader with the above C# example code:

          Shader "ExampleShader"
{
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

#include "UnityCG.cginc"

struct v2f { float4 pos : SV_POSITION; float4 color : COLOR0; };

uniform float4x4 _ObjectToWorld; uniform float _NumInstances;

v2f vert(appdata_base v, uint instanceID : SV_InstanceID) { v2f o; float4 wpos = mul(_ObjectToWorld, v.vertex + float4(instanceID, 0, 0, 0)); o.pos = mul(UNITY_MATRIX_VP, wpos); o.color = float4(instanceID / _NumInstances, 0.0f, 0.0f, 0.0f); return o; }

float4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }
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