Represents a procedural draw command for a BatchRendererGroup.
This type of draw command has a reference to a material, but all vertex data is fetched procedurally by the shader.
| baseVertex | Base vertex |
| batchID | The batch ID that this draw command uses. Determines the metadata values that are available to a shader. |
| elementCount | Number of elements (indices or vertices) to draw |
| flags | Specifies rendering options for the draw command. |
| indexBufferHandle | Handle of an index buffer to use for indexed drawing. |
| indexOffsetBytes | Offset into the index buffer where indices will be read from, when issuing indexed draws. |
| lightmapIndex | The index of the baked lightmap used in this draw command. If lightmap texture arrays are enabled, this value is always -1 (0xFFFF). |
| materialID | Identifies which Material to use to render the instances in this draw command. |
| sortingPosition | Together with BatchDrawCommand.flags, this specifies how to depth sort the instances in this draw command. |
| splitVisibilityMask | Indicates which splits that the draw command is visible in. |
| topology | The primitive topology to use when executing the draw command. |
| visibleCount | The number of instances to draw with this draw command. This must be a value greater than 1. |
| visibleOffset | The index of the element in BatchCullingOutputDrawCommands.visibleInstances that matches the first instance in this draw command. |