Raw interface to Unity's drawing functions.
This is the high-level shortcut into the optimized mesh drawing functionality of Unity.
| activeColorBuffer | Currently active color buffer (Read Only). |
| activeDepthBuffer | Currently active depth/stencil buffer (Read Only). |
| activeTier | Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. |
| Blit | Copies source texture into destination render texture with a shader. |
| BlitMultiTap | Copies source texture into destination, for multi-tap shader. |
| ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
| ConvertTexture | This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. |
| CopyTexture | Copy texture contents. |
| DrawMesh | Draw a mesh. |
| DrawMeshInstanced | Draw the same mesh multiple times using GPU instancing. |
| DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
| DrawMeshNow | Draw a mesh immediately. |
| DrawProcedural | Draws a fully procedural geometry on the GPU. |
| DrawProceduralIndirect | Draws a fully procedural geometry on the GPU. |
| DrawTexture | Draw a texture in screen coordinates. |
| ExecuteCommandBuffer | Execute a command buffer. |
| SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
| SetRenderTarget | Sets current render target. |